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Release Notes


Josh
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0.9.6

  • Shaders are now using correct sRGB > Linear > sRGB transform. If you set the value GAMMA to 1.0 in the file "Shaders/Khronos/tonemapping.glsl" it will cancel the effect, but I recommend using it. Dark areas will be stretched out over the range of visible colors so things look less dark and overly contrasted.
  • Revised environment probes GI calculation, it looks really good now. Also storing cubemaps in half-float color formats now.
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0.9.6

  • HDRI to cubemap tool no longer using OpenCL so it will work on all machines now.
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0.9.6

  • Fixed bug that was preventing painting mesh layer instances in some situations.
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0.9.6

  • Shader fix for imposters in mesh layers not facing the camera.
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0.9.6

  • Fixed editor not loading maps with prefabs.
  • Fixed bloom shader compile error.

 

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0.9.6

  • Changed the order of the viewport layout toolbar buttons to 4, 1, 2, 3 so the two most used buttons are the easiest to reach.
  • Translate tool in the 2D viewports now uses the selection bounding box to grab and move objects, instead of individual objects.
  • FLowgraph editor initializes faster when you view it the first time.
  • Various bug fixes.
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0.9.6

  • Eliminated the pause that was occurring during the first draw operation with the draw box mouse tool.
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0.9.6

  • Environment probe reflections are now processed through the same cubemap filter routine as HDRIs.
  • Environment probe diffuse reflection map now stored in BC6H format.
  • Fixed errors in probe reflections.
  • Environment probe reflection maps now stored in linear color space.
  • Added Camera::SetGamma method. Default is 2.2.
  • HDRI to PBR tool now has some options you can set and a new dialog.

image.thumb.jpeg.71ab24f44739c10fa8597bc493f3be50.jpeg

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0.9.6

  • First implementation of remote asset browser added, with support for ambientcg.com content.
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0.9.6

  • Asset library interface is faster.
  • Added slider to view more than one page of results.
  • Web responses and previews are now cached. First time will be slow, then fast after that.
  • Top-most categories no longer show any items, because there is no good way to display that many items with a good response time.
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0.9.6

  • Added search to asset library.
  • I recommend deleting the folder "C:/Program Data/Ultra Engine/Asset Library" to clear the cache.
  • Like 3
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0.9.6

  • The ambientcg.com script will now remove the _2K, _4K, etc. extensions from files, so you can install the 1K version of an asset, then go back and install a higher-res version if you want.
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0.9.6

  • AmbientCG integration is pretty much finished. The system will probably require some revision to work with other APIs in the future.
  • Support for downloading masked materials and opacity maps.
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0.9.6

  • Added root node to scene browser.

CAUTION: This update makes changes to the way maps are saved. I tested it and had no problems, but it is possible it could save your map files incorrectly. You should always be using some form of source control or backups.

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0.9.6

  • Scene browser now shows a bright green version of each icon for prefabs.
  • Lock icon appears in properties editor when a prefab is selected, doesn't do anything yet.
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0.9.6

  • Entity properties editor will now be locked if a prefab is selected.
  • Prefab subobjects can no longer be deleted from the scene. The top-level prefab must be deleted.
  • Prefab subobjects can no longer be moved around in the scene hierarchy tree. Only the top-most prefab entity can be moved.
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0.9.6

  • Fixed highlighting in the model editor, so if a mesh is selected, it will be highlighted, and if a material is selected, all meshes that use that material will be highlighted. Very useful when you are assigning materials and modifying models.

image.thumb.png.fe514bbf4537f75e7f4400cf10b68d2a.png

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  • Upvote 1

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0.9.6

  • Some glTF animations will work better now in the model editor. I am looking for a tool to reset the bind poses. Bind poses are one of the stupidest "features" I have ever seen in any model format.
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0.9.6

  • Added "back-face lighting" option in material editor, for surfaces that are thin enough for light to pass through (leaves and grass). This will flip the normal to face whatever direction a light is coming from in the light code. Should be used together with "two-sided" option. For thicker surfaces like branches, this should not be used.
  • Model Editor "Load Collider" feature will now grab the collider from an existing model, if it exists.
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0.9.6

  • Moved post-processing effects into "Effects" subfolder. This prevents a bunch of folders from appearing when you open the folder in the open folder dialog.
  • Added Camera::SetSkybox(bool)
  • Added Skeleton::AddHook: https://www.ultraengine.com/learn/Skeleton_AddHook
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0.9.6

  • Option for glass refraction has been added in the editor viewport options.
  • Like 3

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0.9.6

  • Fixed some problems loading and saving animated models.
  • Load animation feature in model editor will search for bones with matching names now, hierarchy doesn't always have to be a 100% exact match.
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0.9.6

  • Fixed crash when saving model that does not have a skeleton.
  • Some animated glTF files will load correctly and some won't. I'm working on it.
  • Initial bind poses are now displayed, in addition to the list of animations. Very helpful!
  • Like 3

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