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FlaxEngine
Flax Engine – multi-platform 3D game engine
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Update 1.10.6705
Blog post: https://flaxengine.com/blog/flax-1-10-released/
Release notes: https://docs.flaxengine.com/manual/release-notes/1_10/index.html
Discussion: https://forum.flaxengine.com/t/flax-engine-update-1-10/2184
Changelog:
- Add new Bloom rendering (wider and more realistic)
- Add smooth shadows blending between directional light cascades (via Graphics settings)
- Add displaying asset failed text if it occurs
- Add
SystemName and SystemVersion to Platform API
- Add
Script::IsEnabledInHierarchy
- Add utility operators for
LayersMask bit operations
- Add
HighestSetBit and LowestSetBit utilities
- Add logging CPU name on Windows
- Add
DriverVersion to GPUAdapter for checking on old GPU drivers
- Add
GPUTexture::DownloadData to C#
- Add profiler zone for native library loading
Update 1.10.6705 - FlaxEngine Release Notes | AnnounceHQAdd leaderboards support to Online interfaceAdd Visject per-node custom search and use it for Multi Blend nodes to filter animations usedAdd Base Model to Animation Window to preview animation via a different base skeleton with retargettingAdd AutoAttachDebugPreviewActor option to editor for quick debugging anim graphs on dynamically spawned playerAdd Edit GUI option to Game WindowAdd absolute snapping option to transform gizmoAdd rubber band select to scene editor viewport for selecting multiple actorsAdd using c: in search filtering to find control typesAdd showing No parameters text when no parameters to be displayed in Preview tabAdd better selection bounds for multi axis transform gizmoAdd search operator tooltip to scene tree search barAdd option to quickly create box, sphere, convex or triangle mesh collider for the selected static modelAdd improvement to script compilation failed warning to be a bit nicerAdd visual feedback on ranged value slider knob hoverAdd wait on asset load when accessing material parameter values directlyAdd safety check to exit game in Release mode when running with graphics debugger attachedAdd GPUVertexLayout to graphics backendsAdd support for up to 4 texture channels when importing meshesAdd support for vertex colors for skinned modelsAdd option to copy/paste skeleton retargetting between modelsAdd progress indicator in editor for assets loadingAdd optional direction option to context menuAdd editor windows to quick actions via Content Finder toolAdd debug commands to Output Log window in EditorAdd GetFields and GetMethods to binary module apiAdd ToSpan for MemoryWriteStream and simplify code with itAdd content deprecation system that auto-saves assets in Editor that use old data formatAdd network keys table to optimize ids and names sending over networkAdd object replication data cache and send via Reliable channel to reduce data transferAdd Quaternion quantization for network streamAdd Task::WaitAll with a span of tasks and wrap around profiler macroAdd SystemName and SystemVersion to Platform apiAdd Slice to Span and use it to make code cleanerAdd PixelFormatSampler utility to quick read/write operations on various data formatsAdd support for up to 65536 skeleton bones in skinned meshesAdd mesh vertex layout and GPU memory size display in model windowAdd total mesh vertex stride display in editor panelAdd content deprecation system that auto-saves assets in Editor that use old data formatAdd content deprecation upgrades support to prefabs and scenes when loading levels in EditorAdd serialization of game settings for proper upgrade when loading deprecated dataAdd logging first scene asset id in cooked gameAdd engine fatal error types handlingAdd general out-of-memory handlingAdd improved GPU crashes reportingAdd safety memory buffer for crash or out of memory handlingAdd logging memory usage by external apps on crashAdd Program Size Memory and Extra Development Memory access and log on startAdd Engine::ReportCrash event for custom crash reporting or handlingAdd named terrain layersAdd warning when used param is being deleted in surface graphAdd ButtonAttribute to display methods in editor properties panelAdd support for curves in C++ scripting apiAdd displaying whole curve in properties panel upon showAdd adding keyframes to curve on double-clickAdd zooming in curve editor relative to the mouse cursor and adapt to curve sizeAdd splitter bar for resizing curve editor inside properties panelAdd F key shortcut to show whole curve in editor viewAdd Alignment option to Vertical and Horizontal PanelsAdd being able to obfuscate text in a text box with a characterAdd support for Vector3, Float3, Double3, and Quaternion mutliselect value changingAdd support for multi-control editingAdd support for .NET 9 SDK and runtimeAdd C++ version and compiler path into VS Code project filesAdd handling C++ curly brace field default values for code gen to C#Add support for C++ trailing return C# generationAdd hanglind nameless C++ function argument support for C# generationAdd multi-line string literal parsing inside custom api code injection blocksAdd scrolling to the new script after adding itAdd .aab bundling for AndroidAdd Android emulation options to Game CookerAdd Android devices listing and quick deploy/log toolsAdd invert options for texture imports for Red, Blue, and Alpha channelsAdd re-enabled scale center gizmoAdd improved debug message on incorrect ray direction lengthAdd support for creating Json Assets in editor out of structure typeAdd nested prefabs editing buttons inside Prefab WindowAdd UI Mode switch to Prefab WindowAdd ControlReference for easier UI referencing in codeAdd double-click customization for Scene Tree nodes (focus, rename, open prefab)Add context to object reference control to narrow finding actors and scripts (for prefab editing)Add game plugin templateAdd DebugDraw.DrawCapsule and deprecate DrawTubeAdd support for searching actors and scripts by interfaceAdd audio volume and muted in game panel tab rmb menuAdd Actor.Clone for actors duplication at runtime (including scripts and children)Add Double4x4 for higher precision matrices operationsAdd GPUResourceUsage.Staging for both CPU read/write accessAdd Shift HSV and Color Blend material nodesAdd new triplanar node to materials for normal maps samplingAdd option for local-space triplanar mappingAdd warnings on incorrect GPUBuffer or GPUTexture usage when binding to GPUContext (in non-release builds)Add warning if wrong type while setting material/animation parameterAdd import path UI and button to open folder in asset import settingsAdd runtime input mapping helpersAdd support for displaying Multiple Values info to object reference pickersAdd double clicking an object reference in a prefab to select the object within the prefabAdd RMB menu entry to show item in Content Window if there is a searchAdd anchor and pivot drawing for UI GizmoAdd grey-out color for read only textboxAdd a confirmation dialog for editors when the reset button is clickedAdd No parameters UI to particle effect and animated modelAdd debug draw clear to game and editor panel (if in use)Add drag drop to FilePathEditorAdd root parameter to Level.GetScriptsAdd rotate position shape as particle moduleAdd snapping to grid with Ctrl key when moving keyframes in curveAdd focus selection to curve editor and apply margin around shown curve sectionAdd caching and restoring curve height in properties panelAdd Debug Log and Output Log color customizationAdd SIMD support for rapidjson when processing json dataAdd improved AndroidNdk detection to handle versions folder in env var location and fallback to automaticAdd debug draw clear methodAdd blend space drawing in Multi Blend 2D editorAdd stencil support in PSO on DX11Add the option to ignore specific warnings during build of C# scriptsAdd check and warn user if asset is being moved between the content to source foldersAdd preserving existing Model Prefab objects when reimporting assetAdd reloading existing scene if opened againAdd maintaining vehicle wheels ordered in properties when sorting an invalid listAdd cache to asset references graph for faster displaying dataAdd button in GameCooker window to open output build folderAdd disabling add script item if it is not being added to a required actorAdd gravity to CharacterController::AddMovement for proper movement when using Root MotionAdd getter for WheeledVehicle throttleAdd more scripting templatesAdd hotkey for parent to new actor (Ctrl+G)Add highlight when actor reference is single clickedAdd File menu option to open game project folderAdd improved delete assets confirm dialogAdd a hint to the Output Log if there are no messages shown because of filtersAdd invalidating build rules assembly when files added, moved or renamedAdd hiding unrelated properties in Material properties for Decal, PostFX or GUI materialsAdd expanded play mode game window focus options by a focus back optionAdd missing particle parameters overrides when duplicating emitter trackAdd Vector3.SignedAngle utility methodAdd option to reverse winding order of imported modelAdd renaming surface comments with F2 keyAdd support for Quaternion in GPU particles graphAdd support for using API_TYPEDEF macro on using typedefsAdd support for using template type inside MarshalAs tag valueAdd grey out gizmo in Editor during play mode when editing static actorAdd XCode version parsingOptimize terrain debug shape drawing by caching lines into a vertex bufferOptimize network transform replicationOptimize NavMesh to not allocate tile memory twice and add safelock to asset dataOptimize blend weights to use 8-bit per bone (instead of 16-bit)Update Microsoft.VisualStudio.Setup.Configuration.Interop.dll from 3.4.2244 to the latest 3.11.2177Update rapidjson to latest versionUpdate engine core collection types codeUpdate code signing to support sign with identity on WindowsRefactor meshes format to support custom vertex layouts and new flexible api to access mesh dataRefactor Nullable<T>Refactor UI Control initialization to keep layout locked while loading hierarchyRefactor Dictionary and HashSet to use shared base classRefactor and improve collections codeRefactor Globals exit/error state to be in Engine classRefactor Multi Blend animations sampling length to fix blend spaces with anims of different lengthRefactor models and meshes to share more code in a base classRefactor read and write data stream api to use the newest formatRename Vertex Shader input semantic ofBLENDWEIGHT to BLENDWEIGHTSRemove deprecated asset data upgrades and old model vertex structuresRemove pixels sampling from TextureTool (moved to the new PixelFormatSampler)Refactor Bezier splines drawing and editing to property evaluate value and match curve evaluationRefactor models and meshes to share more code in a base classSimplify capacity presetting for Dictionary to handle memory slack scale internally as users care about items count onlyFix log file spam and limit size to 1GBFix CanvasScaler's minResolution and resolution curve to the minimum amountFix scroll bars when using negative content area (eg. curve editor)Fix game UI root control to properly raycast over 3D canvasesFix showing splash screen window when running Editor in headless modeFix actors grouping to make shared parent at the cenetr of the groupFix collecting referenced asses from Animation assetFix Quaternion error tolerance to be more reasonable due to math optimization enabled in compilerFix scene tree menu options being enabled when not supposed to beFix curve editor showing whole curve in a viewFix curve editor zoom to be relative to the curve sizeFix curve editor panning to be stableFix logging missing ref duplicatesFix drawing editor primitives later in the pipeline to draw gizmos on top of world-space canvasFix incorrect dummy GPU Buffer format when binding missing resource to Vulkan descriptorFix C++ Vector3::Angle to return value in degrees just like C# API (instead of radians)Fix Platform::GetCacheLineSize to be deprecated in favor of existing CPUInfo.CacheLineSizeFix editor tables rows coloring to start with darker oneFix missing casting from scalar Variant types to EnumFix proper handling of Scripting.InvokeOnUpdate if called within that callbackFix pasting or duplicating Multi Blend nodesFix Visject Surface search to check nested surfaces (such as State Machine graphs)Fix root animation in blend spaces when one of the animations doesn't use root motion but animated root node channelFix raw scripting object pointers auto-serializationFix locked Properties window after scene changeFix object reference dropdown icon to be hidden for ReadOnly referencesFix scale gizmo to correctly do two axesFix issue with re-loading scene and toolstip not updatingFix collection removal option to be disabled when marked with attribute optionFix importing last frame from animations to correctly loopFix spatial and non-spatial, mono and multi-channel audio sourcs playback on OpenALFix audio artifacts when importing 32-bit IEE wav filesFix game-build version of DebugDraw for C# but without xml docsFix displaying double vectors in Visject constant fieldsFix particle sim shader compilation warning on VulkanFix shadows sampling error in shader due to incorrect sampler usedFix incorrect scene object memory leak printing if some objects are destroyed during game plugin shutdownFix UI Controls layout auto-resizing to always use pivot-relative logicFix custom GUI material writing depth when it's not neededFix text box shift not working when selection start is at the text lengthFix Rich Text Box ascender usage in line breaks for correct images placementFix set order in parent for spawning actor with a parent in editorFix exception in object editor does not show inner exceptionFix new messages being cut off in Debug LogFix actor adding context menu in the scene treeFix Windows detection to use correct system version it was build for (eg. Win10 or Win7)Fix parsing floating point values with . separator instead of ,Fix mouse cursor when opening state in animation state machineFix asset reference window showing temp assetsFix scripts reload to auto-save any modified assets in editor windowsFix showing Content Search window to properly use context windowFix collision proxy not updating on sequential mesh changesFix incorrect result array memory copy from native to managed codeFix scripting AssemblyLoadContext not getting unloadedFix new terrain debug drawing of collision linesFix shadow maps rendering regression bugFix LOD Preview regression due to new instancing logicFix missing material instance load failure when parameters load failsFix actor reference select in prefab editorFix LOG_FLUSH to flush only when automatic mode is disabledFix parsing nested template types in scripting type inheritanceFix TypeUtils.GetTypeName for nested generic typesFix Version marshaling as parameterFix packaging issues to properly read asset data after it's serialized with a new formatFix output log window to properly handle copy and other input eventsFix context menu to resize instead of flash when showing while already visibleFix LoadAssetTask to properly dereference asset loading task pointer when asset init failsFix scale not being applied to physics centerFix duplicated newlines on Github Action output on WindowsFix output log scroll reset on new log entries addition bugFix game deployment if output name contains invalid path charactersFix project files generation to skip unsupported platforms/architectures in referenced targetsFix duplicate root node values changed handler bug on the BehaviorKnowledgeEditorFix ComputeShapeSqrDistanceToPoint on PhysX with Large WorldsFix MUtils::GetClass for Float2Fix passing object reference as out parameter in scripting method invokeFix NetworkManager not resetting LastUpdateTimeFix stencil usage in VulkanFix blend states and blend factor usage on VulkanFix rotation of UI size handlesFix UI Control anchors to clamp between 0 and 1Fix .exe being deleted when using the Run cooked build optionFix Android build on .NET 9 and use DotNet version that is found by build tool pathFix Edit Prefab button no longer change Content window folderFix UI Editor Gizmo to select control with raycast-first for more precise usageFix editor orthographic viewport in top or bottom viewFix typo for error message when trying to load a project file that does not existFix various asset windows shutdown when editor is disposing during crashFix content item text scale with content view scaleFix editor error in Actor node IsActive failsFix new colider transform when using Add collider optionFix perlin and simplex noises to return normalized value to range 0-1Fix showing whole curve if its emptyFix curve editor scroll bars to be hidden when not enabledFix curve tangents reset on drag startFix curve tangent handles to maintain size relative to the current view scaleFix curve tangent colors to match editor styleFix curve tangents editing to have stable movement no matter the view scaleFix float precision issue when drawing curve or timeline time axesFix capturing empty project icon when Editor viewport was never renderedFix selection still showing when text box is not focusedFix Platform::GetCacheLineSize to be deprecated in favor of CPUInfoFix spline node to support prefab editorFix RenderToTextureControl to render correctly when using different texture size than control sizeFix sprite and texture 9-slice rendering brush to properly calculate border sizeFix scene tree selection for dropped actors that are reparentedFix SnapToGrid to skip when grid component is 0Fix anim graph state transition title to auto-fitFix .NET SDK detection when only the runtime is installedFix missing C#-only project configurations when platform SDK is missingFix not defined localized strings to use fallback instead of empty textFix incorrect motion vectors for material that uses position offsetFix rare crash while debugging scripting unloadFix error when no valid .NET SDKs were foundFix error in LocalizationSettingsEditor after adding new localesFix playing mono audio sounds with panningFix Visject gradient stops to update graph only on sliding endFix error in XML docs processingFix memory leak in Video player on WindowsFix memory leak in particle buffers recyclingFix triplanar texture mapping when using Large WorldsFix DebugDraw.DrawWireArc with Large Worlds enabledFix large worlds rendering of meshesFix editor grid gizmo when using Large WorldsFix actor hierarchy initialization when it gets modified by a script on the flyFix missing masked terrain renderingFix game viewport size to not include DPI scale (screen-space uses it)Fix text clipping behind the button in Behavior Knowledge Selector editorFix selected spline points to be drawn relative to the view for greater readabilityFix failing Windows Test CI if FlaxTests.exe failsFix scripting bindings codegen for SoftTypeReference and SceneReferenceFix .NET runtime and SDK compilation issues with newer runtimeFix C# projects not compiling in VS with native code plugins presentFix code project files generation to properly handle path slashes and ignore binary modules without exportsFix Visual Studio solution nested project names on Unix systemsFix collision cooking for skinned models that use different vertex formatFix incorrect prefab serialization to correctly handle diff on object references to prefab objectsFix error when applying prefab changes with missing (deleted) nested prefabsFix objects creation to ensure managed object ctor is always executedFix HRTF audio to be disabled due to common audio problemsFix shaders parsing to skip comments in between special macrosFix vertical axis and blend points center in Multi Blend space editorFix Forward and Backward in Matrix and Matrix3x3Fix Collection value containers to use correct value assignmentFix invisible Game window on play start when it was hiddenFix parsing scripting type inheritance with genericsFix potential exception in UIControlEditor by checking if value is validFix crash in CPU profiler on conversion to ulongFix crash in animations system when assets gets loading/unloaded while async jobs are activeFix crash in particles system when assets gets loading/unloaded while async jobs are activeFix crash in OpenAL audio backend on context rebuildFix crash on leftover UI Canvas linked in Prefab window after reloadFix crash on incorrect light shadow state after shadowmap resizing failureFix crash due to alive reference to old asset validatorFix crash while initializing OpenALFix crash when curve zoom was too highFix crash when boxing native non-POD structure into managed dataFix crash when reading object value from BehaviorKnowledgeSelectorFix crash when setting C# property of value-type from native codeFix crash when spline actor gets removedFix crash when applying prefab with missing scripts in useFix crash when importing fbx model with convex polygon with duplicated verticesFix crash when using physics overlap tests with Collider outputs that catch TerrainFix crash on Vulkan when binding dummy buffer as missing uniform bufferFix crash on incorrect MultiBlend2D triangles memoryFix crash when using different values in various math nodes in VisjectFix crash when loading cloth that has different paint data size than meshFix crash when importing large audio fileFix crash when cooking game without game settings assetFix crash when using audio playback and playing editor meanwhileFix crash when using anim graph asset after it's reloaded (after editing)Fix crash on shadows when using D3D10Fix crash when using ref struct reflection in managed api