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CHANGELOG.md

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changelog

0.37

Editor.exe (Release, DX12) and Game.exe (Final, DX12) binaries

0.36

MSAA Fix animation weights normalization Better "Play" animation button Clean importer scale

0.35

Fix anim import scale

0.34

Animation layers
FXAA

0.33

Undo/Redo
Update hlslpp from 3.4 to 3.5.2
Update Vulkan SDK to 1.3.290.0

0.32

Sound using SoLoud library
HDR output (WIP)
FPS and CPU/GPU frame timings displayed in HUD and editor Fix UI in FINAL fullscreen mode Update to Visual Studio 2022 17.11.2

0.31

Fix Float4 color edit without alpha
Optimize selection
Better UI for DynamicProperty debug
Merge static colliders at init
Fix RigidCharacter initial matrix
Control views using Camera component
Viewport stats
Split-screen
Per-view UI
Fix wireframe
Add Final target

0.30

Split "Rigid Body" component into separate "Body" and "Shape" components
Physics shapes now support rotation
Added 2 new shapes: TaperedCapsule and Cylinder
AttachToNode component to link object matrix to animation node
Reset animation state when engine stops
MaxDT and moved timing settings to engine options
Expose CullMode in materials

0.29

Override Prefab properties
Fix editor crash closing Prefab view
Components can reference other GameObjects using UID
UICanvasComponent, UITextComponent, andUIImageComponent
Update JoltPhysics to 5.0.0
Update Visual Studio 17.10.3

0.28

Reverse Z-Buffer
Fix rounding issues
Custom Snap component
Fix physics debug scale
Editor fixes related to Prefabs
Planar projection

0.27

Can now create Prefabs to instanciate in Levels
Animation blend helper functions
Use ImGuiFileDialog instead of ImGuiFileBrowser
3D View Titlebar menu

0.26

Editor Camera V0
Improve window resize + fix rare crash when maximizing window
Forbid deleting or adding siblings to root node
Better leak tracking with FILE and LINE + Fix rare memory leak in animation loading
Update WinPixEventRuntime 1.0.231030001

0.25

Fix an issue with CountLeadingZeroes that could return a different result depending on CPU used
Jolt no more uses AVX2 to allow running on older hardware
VGFramework requires AVX1 available on any AMD/Intel CPU since 2011 (Bulldozer/Sandy Bridge)
Patch shader files in memory to support GPU DebugInfo/Warning/Error/Assert
Fix non-triangulated mesh import

0.24

New darker ImGui style
Read instance color and texture from GPUInstanceData and GPUMaterialData
Improve BLAS management
Transparent pass
Lock-free multithreaded debug display

0.23

Directional and spot lights with Raytraced (hard) shadows

0.22

Skinned BLAS updates for RT
Add icons for component types
Depth/Stencil Shader Resource Views
Fix Vulkan RenderDoc capture crash because of RayTracing used in bindless root signature

0.21

Add support for inline RayTracing with BLAS & TLAS for DirectX12/Vulkan
Duplicate/Instanciate GameObjects hierarchies UI
Log shader and PSO compilation timings
Optimize physics broadphase when game starts
Use float for dt instead of double
Optimized DirectX12 clear color
Fix multithread issue in Resource window when hot-reloading
Variable map/unmap size to speed up skinning
Update Vulkan Memory Allocator to 3.0.1
Update hlslpp to 3.4

0.20

Translate/Move/Rotate objects using ImGuizmo
Character Controller component
Start in Game mode, not editor

0.17

New add/remove component buttons and improved components popup windows Add support for themes

0.16

JoltPhysics integration V0

0.15

Removed dependency to the FBX SDK

0.14

Skeletal animations with Compute Shader Skinning
Modified properties are restored when exiting Game mode
Application now has icon :p

0.13

Loaded resources are displayed per type and their owners with paths

0.12

Mesh (FBX), Material & Texture hot-reload
GPU Picking

0.11

Add Info/Warning/Error console + clean & fixes

0.1

Separate DLLs for Engine, Renderer, Editor and Game.