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ReyEngine v0.4.4-beta

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@github-actions github-actions released this 11 Sep 21:08
· 183 commits to main since this release

A release about the editor itself as much as what is in it. There is an installer now, updates explain themselves before they happen, the Blender add-on installs from a button, the look of the tool is yours to set — and underneath, the mobs and props placed on a map finally draw, animate and light the way the character editor does.

Added

  • An installer. Each release now ships a per-user .msi next to the portable zip. It installs under %LocalAppData%\Programs\ReyEngine without administrator rights, puts ReyEngine in the Start menu (and on the desktop if you say so), and upgrades in place — settings, projects and the install folder stay where they were. The zip is unchanged for anyone who prefers a folder.
  • Updates that show what they are. A new release arrives as a dialog with its release notes in it, not a yes/no box. Choose there, or under Settings ▸ General ▸ Updates, whether ReyEngine installs new releases by itself and restarts, asks first, or only opens the download page as before. The installer asks the same question on its options page, and msiexec /i ReyEngine-vX.Y.Z-win-x64.msi AUTOUPDATE=0 sets it for a scripted install; a choice made in Settings always wins over the installer's default.
  • The Blender add-on installs from the editor. Settings ▸ Blender (or Tools ▸ Install Blender add-on…) lists every Blender version on the machine, says whether the bridge add-on is there and whether it is the current copy, and installs it per version or for all of them — enabled straight away when that version's blender.exe can be found. No more copying a file into scripts\addons by hand.
  • Five more palettes, and a look of your own. Midnight, Forest, Amber, Rose and Slate join Crimson, Kalista and Violet. On top of any palette: an accent colour of your choosing, and a picture behind the whole editor — png, jpg, bmp, webp, or the first frame of a gif — with its own opacity, a glass slider that lets the panels over it show it through, and a choice of fill, fit, stretch or tile. Everything applies live while you look at it; Cancel puts it back. The picture sits behind every window, not only the main one, and the palette now reaches the last places that ignored it: the active document tab and the selected outliner row (cyan under every palette since before palettes existed), the flyouts and tooltips over the viewport, warning strips, error boxes, badges and the console's line colours.
  • Remove unused materials. The Materials window can now strip every material no mesh in the map draws, in one go, with the list shown first and ticks to narrow it. The old materials.bin is backed up under the project's .reyengine/cleanup/ before anything is written.
  • Props and mobs, properly. A placed mob or prop now draws through Riot's own skinned shaders in D3D11 and with the character materials in OpenGL, at the scale its skin .bin sets, playing its idle by default with any of its clips selectable in the inspector — and it opens in the character editor from there. Each one is lit by the map's lightgrid where it stands.
  • The preview window gets the shading modes, and spell casts are separated so Blitzcrank's outbound and return tether both render.

Fixed

  • Locke rendered wrong in both viewports, for two different reasons. In OpenGL his materials carried a flowmap texture and were therefore classified as river water — a rule that was only ever meant for maps, and a champion skin is never water. In D3D11 the parameters his materials declared without a value were dropped, when a value-less entry is an authored zero; the diffuse flowed across his body until the parser kept them.
  • A mob's animations come from its skin's graph, not its folder. SmallGolem wears the Golem's rig and animation set, and YoungLizard's idles are Lizard files; the folder-scan found stale clips for the wrong rig in one case and no idle at all in the other. The graph is the population now, with the folder only as a fallback when a skin has no graph.
  • The debug views read Onsen's vertex signature the wrong way round; the preview hid the loaded skin's own submeshes rather than a sibling's; and the props were drawn between the mesh's opaque and transparent passes, which is where the crash lived.

Known limits

  • The lightgrid lights placed props in D3D11; the OpenGL viewport and the character window's arena still use the neutral ambient.
  • An animated gif as the backdrop shows its first frame only.
  • The installer is unsigned until the project's SignPath application is through; Windows SmartScreen may ask once.