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Broken Engine v0.6

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@lucho1 lucho1 released this 15 May 16:34
· 229 commits to development since this release
8f1f1c8

CHANGELOG v0.6.6

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes & Improvements

  • Prefab and Model files modified, they now use UID as object keys so there are no naming match problems
  • Autocomplete of a scripting function corrected
  • Fix on scripting loading default values

Physics

  • Fixed Collider not moving when Animation Bone attached

UI

  • Buttons Save/Load of callback function fixed

Particles

  • Implemented "play on awake" checkbox to set if a particle emitter has to start emission on play or not (false by default!)
  • Improved particles ordering to avoid better visual artifacts
  • Fixed particles crash on game object deletion

CHANGELOG v0.6.5

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes

  • Enemies inmortality bug fixed (physics fix with CCT, but improtant enough to be a general fix)
  • Hotfix on texture rendering/loading: Some textures turned to completely white depending on camera's distance and movement (which probably meant that textures were unloaded or something). This hotfix is not properly tested, so it's not sure that the bug is completely fixed, however, it might.

Physics

  • Character Controllers activate/deactivate fix (bug after deleting GObj)
  • Character Controllers Save/Load fail-safe fix

Particles

  • Shadows & Lighting affection on materials & particles (and other settings, such as "only casting shadows", not affected by scene color...)
  • Particles Billboard activation/deactivation
  • Bug on Billboard rotations fixed (now billboarding should work as expected, including desired rotations to do according to the different billboarding types)
  • Face Culling to Face Cull particles or not
  • Particles Play delay bug solved
  • Particles Blending Bug fixed
  • Particles Collisions: They can now be deactivated, but is not 100% finished since the engine should be restarted for this work (and is not even tested, so I wouldn't put much trust in this)
  • Particles Ordering (visual) bug, pretty fixed (not at 100%, but it looks way better - changing billboarding type it can give still some problem)

Recast / AI

  • Scripting Function to find nearest point to a given point in NavMesh

UI

  • Minor fix on UI Images Fullscreen bug (now it will always get fullscreen if it has to)
  • Progress Bar Percentage bug fix

CHANGELOG v0.6.4

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

Particles

  • Now all particles are ordered together as a single map, which improves the visuals problems of the particles (but still are not 100% solved!)
  • Particles Billboarding can be activated/deactivated now from editor

UI

  • UI Animations Scripting functions to play an animation from scripting and to check if it has finished (see ModuleScripting.cpp)
  • Added UI Scripting functions to Autocomplete file, so they will be shown now in the autocomplete scripting feature
  • Interactable UI Element bool changeable from Scripting

CHANGELOG v0.6.3

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

UI

  • Save/Load of the fullscreen bool in UI Image (minor fix)
  • Implemented UI Animations (to UI Images, buttons and progress bars) and adapted to new UI code structure

CHANGELOG v0.6.2

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

UI

  • Solved Canvas Crash

Scripting

  • Added a function to get all the childs of a GameObject (immediate childs, meaning only its childs, not childs of childs!)

CHANGELOG v0.6.1

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • NavMesh unloading crash on Editor's Play/Stop Fixed

Rendering

  • Shadow Mapping Implemented:
    • One (and only one) directional light can be set as shadows source
    • Objects (meshes) can cast and receive (or not) shadows
    • Meshes can also be used only to cast shadows (not rendering)

Particles

  • Some fixes & small implementations (animations at random start frame & rotation at random start rotation) and editor changes

Scripting

  • New Animations Scripting functions to Pause/Resume and Stop an animation

UI

  • Color & Alpha of UI elements can be changed from scripting now
  • UI Elements can get the size of the fullscreen

CHANGELOG v0.6.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes & Additions

  • Scrollbar to Assets Explorer (Project Panel)
  • Console Auto-Scroll down
  • Name Specification on resource creation from project panel
  • Octrees fix + Static GObjs. load much more efficient
  • Added Rotation to Skybox

Scripting

  • Scripting Working regardless the .exe path (with relative paths)
  • Autocomplete file to use autocomplete from LUA Scripts
  • Fix on Script variables instantiation
  • Fixed animation SetSpeed() function so the animation is not restarted when changing it (animations)
    *Activate/Deactivate Character Controller from scripting (physics)
  • New bunch of (like a lot) scripting functions for materials to have full controll over them from scripting (materials) - Checkout the ModuleScripting.cpp and MaterialScripting.h in repository to know what they do and how to use them.

UI

  • New UI Workflow, now all UI Elements are UI Elements class. This fixes all problems with canvas and priorities.

Rendering & Materials

  • ScreenShader for Framebuffer fixed: Now the Game Builds will look like in the engine scene. This opens the gate for post-processing from ScreenShader.
  • Rendering Blending fully modifiable: Now all Particle Emitters and Materials can have an own Blending Function and Equation (for auto-blending), or it can be selected manually with the different blending mixes that OpenGL provides (with a button to a webpage to test with them). Also applicable to rendering to set up a general/default blending mode.
  • Scene Ambient color working per each scene (and not for all of them together)

Particles

  • Fixed Memory Leak on Particles
  • Fixed CurveEditor memory usage
  • Particle Emitter Area Draw
  • Particles following the emitter
  • Emitter Size Bug fixed