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Highlights

Default scene

Creating a new game is now easier, as it comes with a simple scene and graphics pipeline already setup for you!

Script reloading and live scripting

Script reloading: edit C# scripts and have them reloaded live in Game Studio. Previous public values will be kept as much as possible.

Live scripting: Run your game from GameStudio in live-scripting mode; as soon as you update C# scripts, they will be reloaded inside your current running game (with previous public values kept when possible). This allow almost instant iteration on your gameplay code! Powered by Roslyn.

Inline documentation

More detailed documentation has been added to many object properties and settings. It is now easily accessible in a dedicated area just below the property grid, when pointing at an item.

Material and model highlighting

When you work on the materials in your scene, sometimes you want to be able to see where exactly a material is used on a model. In this release, we added a new material highlight feature, which allows you to easily see the different materials in the viewport and in the property grid by moving the mouse over a selected model. It is also possible to highlight a material from the property grid, to identify which part of the model it covers.

In a similar way, when browsing your assets, you might want to see visually were it is used in the scene. When you select an asset, be it a model, a material, a texture..., the objects using it will be shortly highlighted.

Windows 10

Windows 10 Universal Apps (Store and Phone) are now supported. Add it to your existing projects by right-clicking on your package in Solution Explorer, select "Update Package" and then "Update Platforms".

Breaking changes

  • Assets: Texture default transparency mode changes from None to Auto.
  • Assets: The physic collider shape parameters and default values have been modified to match procedural models.
  • Sprites: The UIImage and Sprite concepts have been merged together. More precisely, for the assets: the UIImageGroupAsset and SpriteGroupAsset are now included into a single asset named SpriteSheetAsset. For the runtime: UIImageGroup and SpriteGroup have been merged into the SpriteSheet class, and UIImage and Sprite have been merged into the Sprite class.
  • Sprites: The way the sprites are sized in the scene have changed. A PixelsPerUnit field have been added to the sprites. It dictates the size of the sprite in the scene based on their size in pixels. The sprite ExtrusionMethod field have been removed. To reproduce the previous sizing behavior, one can enter the size (height or width depending on ExtrusionMethod) of the sprite in the PixelsPerUnits field.
  • Sprites: Sprites are drawn by default with depth test enabled.
  • Scripts: Script (and AsyncScript) no longer provide a Start method. Start is now part of the StartupScript class.
  • ProceduralModels: The default size the capsule, cone and torus have been modified.
  • ProceduralModels: The Diameter fields of the Sphere and Geosphere have been transformed into Radius.
  • Physics: Collider shape parameter default values and names have been modified to match the procedural models.

Version 1.2.2-beta

Release date: 2015/08/??

Enhancements

  • Assets: The collider shape and procedural model parameters and default values have been standardized.

Issues fixed

  • Engine: The uv coordinates and the size of the capsule geometric primitive have been fixed.

Version 1.2.1-beta

Release date: 2015/07/24

Enhancements

  • Android: Add support for x86, x86_64 and arm64-v8a processors.
  • Engine: Handles FBX animation discontinuities.

Issues fixed

  • Studio: Editor would crash with Intel GPU (#250).
  • Studio: Deleting items in editor was causing crashes: multiples bugs and behaviors have been fixed (#253).
  • Studio: Blank project wouldn't compile because of reference to Profiler code without using clause (#255).
  • Studio: Scene assets and texture assets were considered dirty when reopening scene second time (displaying a message about updating from version 0 to 6 when reopening scene).
  • Studio: Improved Material asset display in property grid, especially Layer Overrides that are not in a category anymore.
  • Engine: Bounding box for skinned meshes were not properly working.

Version 1.2.0-beta

Release date: 2015/07/16

Enhancements

  • Assets: Add Auto alpha format for automatic alpha detection in textures.
  • Effects: FXAA quality setting can be changed and it can now be properly disabled.
  • Studio: Add a menu to fix references when deleting an entity that is referenced by other entities of the scene.
  • Studio: When selecting a model, material or texture in the asset view, entities that use it will be highlighted in the scene editor
  • Studio: Added a material selection mode. When active, it is possible to highlight different materials of a selected entity with the mouse cursor (in the scene editor and in the property grid), and select them in the asset view by clicking.
  • Studio: Added a button in the material properties of an entity to highlight them in the scene editor.
  • Studio: The sprite editor has been improved.
  • Studio: The 'F' key shortcut to focus on selection now also work when the hierarchy tree has the focus in the scene editor.
  • Studio: Moving the mouse forward/backward while LMB+RMB are down moves the camera upward/downward.
  • Studio: Setting a diffuse map/specular map on a material will also set the diffuse model/specular model of this material.
  • Studio: Keyboard shortcut to switch between transformation gizmos (W, E, R, Space by default)
  • Engine: Add the possibility to enable/disable the depth test in sprite component.
  • Engine: Add a PremultiplyAlpha field to ComputeColor to be able to easily set pre-multiplied colors from the editor.

Issues fixed

  • Studio: Fix the animation preview that where not properly updating when the source file was modified.
  • Studio: Fix an issue that was preventing selection by mouse click to work in the scene editor under some circumstances.
  • Studio: The pitch of the scene editor camera is now clamped between -90° and +90°
  • Studio: The rotation of the camera in the skybox preview have been fixed.
  • Studio: The material preview now properly displays textures mapped to coordinates other than TexCoord0.
  • Engine: The center of sprites is now properly taken in account when rendered by the CameraRenderer.
  • Engine: Fixed an issue that prevented frustum culling from working.
  • Engine: Fixed a crash when members of scripts could not be serialized. The members are now ignored and a warning is generated. (#228).
  • Engine: Fixed an issue where space in shadow maps would not be correcly allocated.
  • Engine: Meshes inside a model with negative scaling did not have their faces inverted.
  • Shaders: Ambient occlusion now correctly affects ambient light.
  • VisualStudio: The SDK version used by the extension is changed based on the version of the package associated with the current solutions. (#224).

Known Issues

  • UI: EditText is not implemented on Windows Store and Windows Phone.
  • Android: Physics engine is not working properly.
  • Samples: Material Sample does not work properly on some mob
  • Assets: ModelAsset scaling and orientation works only for .FBX, not other formats supported by Assimp library
  • Studio: Scripts are not automatically reloaded by the editor. Closing and re-opening it is needed in order to see new scripts.
  • Studio: Renaming default scene won’t properly update reference. Please set again the reference in project properties.
  • Studio: DDS images cannot be viewed in the Sprite editor
  • Studio: Collections in assets properties cannot be edited nor displayed in multi-selection
  • Engine: Shadows are currently not supported on mobile platforms