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CHANGELOG.md

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0.34 Engine + 0.21.0 Editor (WIP)

Added

  • TODO

Changed

  • TODO

Fixed

  • TODO

Removed

  • TODO

0.33.1 Engine + 0.20.1 Editor

Fixed

  • Fixed deadlock when deep cloning a texture. Caused the editor to hang up on saving terrains (#598).
  • Fixed occasional crash when undoing node creation
  • Fixed highlighting for objects that were cloned

0.33 Engine + 0.20 Editor

Added

  • UI editor.
  • Tasks system for scripts and plugins.
  • Implemented dynamic font atlas.
  • Batching for 2D graphics.
  • Ability to move resources and folders in the Asset Browser.
  • Edge highlighting for selection in the editor.
  • Added an ability to create resources from asset browser.
  • Added height parameter for Text and TextBox widgets.
  • Ability to specify IO abstraction when loading user interface.
  • Utf32StringPropertyEditorDefinition to edit Vec<char> UTF32 strings.
  • RefCellPropertyEditorDefinition for RefCell<T> types.
  • Enable reflection + serialization for formatted text and its instances.
  • Built in font resource.
  • Font resource property editor with font preview.
  • Ability to assign fonts from asset browser.
  • Reflection for resources.
  • UI graph manipulation methods.
  • Screen widget automatically fits to the current screen size.
  • Show type name in world viewer for widgets.
  • Ability to specify ignored types for Reflect::apply_recursively.
  • Preview for curve and hrir resources.
  • Ability to open a window at desired position.
  • Ability to edit textures as UntypedResource in widgets.
  • Implemented Serialize + Deserialize + Display traits for ErasedHandle.
  • Smart positioning for contextual floating panels in the editor.
  • WidgetMessage::Align + WindowMessage::OpenAndAlign messages.
  • Ability to invalidate layout for all widgets at once.
  • Ability to mark all fields of a struct/enum optional when deserializing: #[visit(optional)] can now be added to a struct/enum directly, thus overriding all other such attributes on fields.
  • Added access to user interface, task pool, graphics context, current scene handle for scripts.
  • PluginsRefMut::get/get_mut/of_type_ref/of_type_mut methods.
  • Added a bunch of #[inline] attributes for Pool for slight performance improvements.
  • Added AtomicHandle that can be modified using interrior mutability.
  • Ability to pass pixel kind to the Renderer::render_ui_to_texture method.
  • Show material resource state in the material field editor.
  • Ability to scroll to the end of the content for ScrollViewer and ScrollPanel widgets.
  • Ability to save and load light maps into/from a file.
  • Ability to repeat clicks of a button while it is hold pressed.
  • Ability to open materials for editing from the asset browser.
  • Ability to filter a list of types when using reflection for fields iteration.
  • Implemented PartialOrd + Ord traits for Handle type.
  • Added icon in the asset browser for material resources.
  • Ability to pass generics to uuid_provider macro.
  • Ability to share navigational mesh across multiple threads.
  • Implemented Reflect trait for RwLock.
  • UserInterface::find_by_name_down_from_root method to search widgets by name.
  • Implemented Send trait for UI entities.
  • Added user interface resource.
  • Collider control panel with ability to fit colliders to parent bounds.
  • Property editor for vector image's primitives.
  • Show warning in the log when there's script message with no subscribers.
  • Implemented TypeUuidProvider trait for standard types.
  • Ability to specify clear color in Renderer::render_ui_to_texture.
  • Added icon in the asset browser for shader resources.
  • Ability to copy widgets from UI to UI.
  • Ability to create ragdolls from Create menu.
  • Added an ability to rebind tracks in the animation editor.
  • Added a set of standard materials, exposed them in the editor.
  • Added placeholder texture.
  • Ability to fetch resource import options from their respective loaders.
  • Implemented Visit and Reflect traits for char.
  • Ability to specify icons for assets in respective preview generators.
  • TypedResourceData trait to be able to set correct default state of a resource.
  • Implemented ResourceData::save for built-in engine resource types.
  • Documentation for LODs.
  • Color constants for the colors with names.
  • Ability to save resources.
  • ResourceLoader::supports_extension method.
  • Implemented Error trait for VisitError.
  • Material::set_texture shortcut.
  • Implemented From<&str> trait for ImmutableString.
  • Added normalization option for vertex attribute descriptor.
  • Added experimental network abstraction layer.
  • Added frustum culling for rectangle node.
  • Added camera view pyramid visualization (kudos to @dasimonde).
  • Added IO abstraction for resource system (kudos to @jacobtread).
  • Added Reflect, Debug, Visit trait implementations for UI widgets.
  • Added Visit trait implementation for usize/isize.
  • Added ResourceIo::move_file method.
  • Added ResourceManager::move_resource method with filtering.
  • Added Drop message for FileBrowser with dropped path.
  • Added ResourceIo::canonicalize_path.
  • Added Pool::generate_free_handles methods.
  • Added InteractionMode::make_button method that creates appropriate button for the mode.

Changed

  • Major editor refactoring to support new UI scenes.
  • Moved low level animation modules into fyrox-animation crate.
    • Type aliases for scene specific animation entities + preludes.
    • Texture as generic parameter for sprite sheet animation.
  • Turn font into resource + added TextMessage::Height.
  • Make standard built-in shaders non-procedural by default.
  • Refactored internal structure of resources.
    • All resource related data is now stored in ResourceHeader instead of being scattered all around in ResourceState variants and even in resource data itself.
    • Backward compatibility is preserved.
    • ResourceKind instead of path+flag, refactored resource loader trait.
  • Refactored interaction modes in the editor.
  • Switched to UntypedResource from SharedTexture in ui
  • Simplified usage of ResourceManager::request/try_request. No need to write rm.request<Type, _>, just rm.request<Type>.
  • Registered Light Panel in floating panels, so it can be docked.
  • Made searching in the asset browser smarter.
  • GPU resources cache refactoring.
  • Speed up access to textures.
  • Automatic implementation of ScriptTrait::id() method. This implementation now should be removed from your scripts.
  • Scroll to the end of build log in the editor.
  • Prevented build window from closing when a build has failed.
  • Tweaked node handle property editor to also work with ui widgets.
  • Filter out texture bytes in the property selector to improve performance.
  • Enabled clicks repetition mode for scroll bar increase/decrease buttons.
  • Keep the editor active if there's any captured ui element.
  • Increased scroll bar step for scroll viewer.
  • Added filter argument for aabb_of_descendants.
  • Use abstract EntityId instead of ErasedHandle in animation entities.
  • Optimized internals of navigation mesh.
  • Prevented serialization of the data of external resources.
  • Pass screen size to Control::update.
  • Ability to clone user interface entirely.
  • Refactored scene saving dialogs in the editor to make them more stable.
  • Made Limb::iterate_recursive method public.
  • Switch character rigid body to kinematic when a ragdoll is active.
  • Keep menu items highlighted when opening a menu chain.
  • Gizmo improvements for navmesh interaction mode.
  • Open navmesh panel at the top right of the scene preview when selecting a navmesh scene node.
  • Improved visualization in the dependency viewer.
  • Made asset import options inspector generic.
  • Provide access to material context in the renderer.
  • Movement, scale, rotation gizmo improvements.
  • Mutable access for ui nodes.
  • Preload resources before generating preview for them.
  • Made world viewer to accept data provider instead of scene directly.
  • Replaced Cow<Path> with &Path in ResourceData trait
  • Allow to set materials by drag'n'drop on material editor field.
  • Made material fields in the inspector more clickable.
  • Improved navigation on navmesh using string pulling algorithm.
  • Improved performance of navigation mesh queries.
  • Improved text box widget performance.
  • Plane API improvements.
  • Made material editor wider a bit by default.
  • Extend resource data constructor with type name.
  • Turned material into resource, removed SharedMaterial struct.
  • Serialize vertex buffer data as a bytes slab.
  • Use Window::pre_present_notify as recommended in the winit docs.
  • Refactored sprites rendering to use materials.
  • Refactored particle system rendering to use forward renderer.
  • More built-in shader variables for lighting.
  • Triangle buffer API improvements.
  • Use debug message callback instead of message queue for OpenGL errors.
  • Enable OpenGL debugging in debug build profile.
  • Customizable time-to-live for geometry buffers (allows to create temporary buffers that lives one frame (ttl = 0)).
  • Allow to start multiple scenes at editor start up (kudos to @dasimonde).
  • push_vertices + push_vertices_transform method for vertex buffer.
  • Ability to connect a state with every other state in the ABSM editor (kudos to @Riddhiman007)
  • Added UUIDs for scene nodes.
  • Ability to set navmesh agent path recalculation threshold.
  • Reset modified flags of inheritable variables when fixing node type.
  • Check for node type mismatch on graph resolve and auto-fix this.
  • Use type names instead of type ids when reporting inheritance errors.
  • Remove orphaned nodes when restoring graph's integrity.
  • Code example for Inspector widget.
  • Pass node handle to surface instance data.
  • Check for global enabled flag when filtering out cameras for rendering.
  • Serialize joints binding local frames.
  • Support for touch events in the UI (kudos to @Bocksdin).
  • A* pathfinding optimization (kudos to @TiltedTeapot).

Fixed

  • Fixed crash of the editor on Wayland.
  • Fixed font rendering API.
  • Fixed restoration of shallow resource handles of untyped resources.
  • Prevent double saving of settings after modification.
  • Keep aspect ratio when previewing a texture in the asset browser.
  • Filter out non-savable resources in resource creation dialog.
  • Fixed offscreen UI rendering in the UI editor.
  • Fixed deep cloning of materials: make them embedded after cloning.
  • Fixed path filters to correctly handle folders with "extensions".
  • Save material when changing its shader property in the material editor.
  • Fixed massive footgun with pointers to the graphics pipeline state scattered all around the renderer.
  • Prevent creating of multiple thread pool across the engine.
  • Fixed crash in the material editor if a material is failed to load.
  • Prevent the editor from closing after saving a scene via Ctrl+S.
  • Fixed position saving of maximized editor window.
  • Fixed crash when assigning non-material resource in a material property.
  • Fixed forward pass of standard shader for skinned meshes
  • Fixed uuid formatting in visitor.
  • Fixed resource extension comparison in the editor by making it case-insensitive.
  • Fixed crash when drag'n'dropping assets in scene previewer.
  • Fixed OpenGL error handling
  • Fixed performance issues when modifying vertex/triangle buffers.
  • Fixed crash when editing terrains (kudos to @Riddhiman007)
  • Fixed a bug when vertex attribute divisor was ignored.
  • Fixed colors for log messages.
  • Fixed scene loading in derived mode.
  • Fixed text coloring when sending a WidgetMessage::Foreground to text.
  • Fixed memory leaks on Linux (kudos to @LordCocoNut)
  • Fixed invalid GPU resource indexing bug, that caused crashes/quirks in graphics when switching scenes in the editor.

Removed

  • Removed implicit cloning when in Reflect::into_any impl for some types.
  • Removed redundant memory allocation when fetching fields using reflection.
  • Removed redundant memory allocation when iterating over fields.
  • Removed Option wrapper in typed resource to flatten the internal structure of resources.
  • Removed a bunch of redundant clones in the renderer.
  • Removed lazy calculations in the navigational mesh.
  • Removed unused soft_boundary_sharpness_factor param from particle systems (this property was moved to the standard particle system material).
  • Removed InteractionModeKind and replaced it with uuids.

0.32

  • Do not call Script::on_os_event if script is not started yet.
  • Borrow instead of move in Visitor::load_from_memory.
  • Ability to load scenes in two modes - derived and raw.
  • Fixed selection issues in the animation editor.
  • Fixed path fixer.
  • Ability to set resource path.
  • ResourceManager::unregister to unregister loaded resources.
  • Refactored scene loading + plugin interface improvements.
  • Bring currently selected node into view when clearing filter in the world viewer.
  • Fixed searching in the property selector.
  • Bring current selection into view in node selector when clearing filter text.
  • Fixed zoom to fit in the curve editor when there's no keys.
  • Fixed node name formatting in the animation editor's track list.
  • Fixed tooltips in the inspector.
  • EditorPlugin::on_post_update that invoked after any other update methods.
  • Fixed selection syncing in node selector.
  • TreeRootMessage::ItemsChanged to catch the moment when tree root items changes.
  • Improved visual style of node handle property editor.
  • Ability to set scene node handle via node selector.
  • Sound::try_play method that will only play the sound if it is not already playing.
  • Flip green channel option for texture import options: this adds an ability to flip green channels for normal maps made in OpenGL Y+ format.
  • Resource manager improvements: added base trait with auto-implementation to reduce boilerplate code, mandatory ResourceLoader::data_type_uuid method to fetch actual data type produced by resource loader, ResourceManager::try_request - returns an optional resource handle, returns None if T does not match the actual data id (request just panics in this case).
  • Print an error message to the log when unable to load a resource.
  • Resource field property editor improvements: emit transparent geometry to improve mouse picking, added margins for elements.
  • Exposed resource manager reference to plugin registration context to be able to register custom resource loaders that will be used in both the game and the editor.
  • Material::sync_to_shader method to sync material properties with its shader.
  • parallaxCenter + parallaxScale property for standard shaders.
  • Fixed TBN-basis visualization in mesh debug drawing.
  • Make all gizmo's X axis match the actual coordinate system's X axis.
  • Fixed tooltip in asset browser to show full path without clipping.
  • Fixed parallax mapping.
  • Fixed binormal vector calculation.
  • Added missing tif extension for texture loader.
  • Fixed build window output in the editor.
  • Added fade in/fade out for shadows, that prevents them from popping out of nowhere.
  • Added scene gizmo.
  • Keep frame alpha when applying lighting for transparent background rendering.
  • Rewind sound sources before stopping them.
  • Improved camera focusing on a scene object.
  • Changed orbital camera controls: drag camera was moved to Shift+RMB, added configurable zoom range.
  • Added orbital camera mode for editor camera (can be activated by middle mouse button).
  • Use f32 instead of Duration for scene sound source's playback time.
  • Fixed terrain brush bounds visualization.
  • Hotkeys for terrain editor.
  • Use workspace.dependencies in the projects generated by fyrox-template to simplify dependency change.
  • Improved editor settings handling.
  • Curve::bounds + ability to Zoom to fit with delay for the curve editor.
  • Property editor for Curve fields.
  • New fyrox-scripts crate + flying camera controller script.
  • Ability to map ui key back to winit + change key binding property editor.
  • Fallback to root directory if fyrox-template script cant find game/src.
  • Added debug impls for gpu texture.
  • Fixed seams between terrain chunks.
  • Removed obsolete examples and replaced them with new examples.
  • Fixed curve editor compatibility with scrolling regions.
  • Fixed clipping issues in curve editor.
  • Save expanded state of the scene items in the world viewer in the editor settings.
  • Fixed invalid keys positioning in the curve editor when selecting them.
  • Fixed box selection in the curve editor when mouse is outside.
  • Focus currently selected entity when clearing filter text in animation editor.
  • Fixed a bunch of potential crashes in the CurveEditor widget.
  • Fixed HiDPI issues on WebAssembly.
  • Removed hardcoded list of supported resource extensions from the editor and use ones from resource loaders.
  • Hrir resource + async HRTF loading for HRTF sound renderer.
  • Fixed texture compression.
  • Do not use glCheckError in release builds since it has bad performance.
  • Set nearest filtration for floating-point textures in the renderer (WebAssembly fix).
  • Switch a resource without a loader into error state to prevent infinite loading in some cases.
  • Fixed resource loading in WebAssembly.
  • Do not render anything if screen size is collapsed into a point.
  • Split light map generation in two steps + added async generation for the editor.
  • Do not allow to create game projects with a number in beginning of its name.
  • Optimized light map data serialization (breaking change, regenerate your lightmaps).
  • BinaryBlob wrapper to serialize arbitrary sets of data as bytes.
  • Print an error to the log instead crashing when unable to generate a lightmap.
  • Moved light map into Graph from Scene.
  • Fixed light map internal handles mapping when copying a graph.
  • PathEditor widget + property editor for PathBuf for Inspector.
  • Reduce default amount of texels per unit for lightmapper in the editor.
  • Ability to specify vcs for a new project in fyrox-template
  • Set resolver = 2 for workspaces generated by fyrox-template
  • Improved joints computational stability.
  • Make Unassigned button for node handle property editor.
  • Do not save invalid window attributes of the main editor window.
  • Fixed joints binding.
  • Joint rebinding is now optional.
  • Fixed potential infinite loop when constructing quaternion from a matrix.
  • Ability to set custom name to group command in the editor.
  • Ragdoll scene node.
  • Improved mouse picking for node handle property editor.
  • Ragdoll wizard to create ragdolls with a few clicks.
  • Power-saving mode for the editor. Editor pauses its execution if its window is unfocused or there's no OS events from the main window. This change reduces CPU/GPU resources consumption down to zero when the editor is non-active.
  • Do not create a separate region for inheritable variables on serialization if non-modified. This saves quite a lot of disk space in derived assets (including saved games).
  • Property editors for inheritable vec collections of resources.
  • Clamp input time to the actual duration of the buffer when setting sound source's playback time.
  • Fixed inability to fetch stream length of ogg/vorbis.
  • GenericBuffer::duration is now using integer arithmetics which does not suffer from precision issues (unlike floating point numbers).
  • Decoders now returns channel duration in samples, not in seconds.
  • Send text box message on changes only if its commit mode is immediate.
  • Fixed severity for messages from inability to load editor settings.
  • Added vec property editors for collections of resources.
  • Property editor for Vec<T> will now use appropriate property editor for T instead of implicit usage of InspectablePropertyEditor.
  • Fixed incorrect focusing of an asset in the asset browser.
  • Fixed emitted message direction for TextBox widget.
  • Show in Asset Browser button for resource fields in the inspector.
  • Take sound source gain into account when using HRTF renderer.
  • Fixed visualization of bones list of a surface in the editor.
  • Reduced HRTF sound renderer latency.
  • Fixed animation events collection for blend-by-index ABSM nodes.
  • Improved ABSM events collection API.
  • Ability to fetch animation events from ABSM layers.
  • Fixed property reversion: now it reverts only modified ones.
  • Ability to revert all inheritable properties at once of a scene node.
  • Reflect::enumerate_fields_recursively allows you to iterate over descendant fields of an object while getting info about each field.
  • Update only currently active scene in the editor.
  • Navmesh path smoothing improvements and fixes. Prevent smoothing from cutting corners.
  • A* path finder API improvements.
  • Debug drawing for NavMesh scene node.
  • Light scattering now takes light intensity into account.
  • Prevent loading the same scene multiple times.
  • Clear UI in the editor when changing scenes to prevent potential visual desync.
  • Fixed potential panic when handling UI messages with invalid target widget handle.
  • Fixed doubling of the text when printing text in TextBox widget on some platforms.
  • Ability to duplicate animation tracks in the animation editor.
  • Ability to set an ID of animation tracks.
  • Fixed potential panic on invalid handles of Rapier entities when fetching contacts.
  • Ability to close tabs in TabControl widget using middle mouse button.
  • Visualize directional lights as arrows in the editor.
  • Ability to draw arrows in scene debug drawing context.
  • Migrated to winit 0.29.
  • Fixed Rect::clip_by method.
  • Removed VecExtensions trait, because its functionality was already added in the standard library.
  • Popup widget improvements: Placement::target method, ability to create popups without adding them to the UI.
  • Fixed potential infinite loop in the Menu widget.
  • Added context menu to the file browser to be able to create folders and remove files.
  • Significantly improved test coverage for fyrox-core and fyrox-resource crates (kudos to @san-smith)
  • Optional node deletion dialog to warn if a node is referenced somewhere in the graph.
  • Fixed potential double free issue in the vertex buffer.
  • Fixed unsoundness of type-erasure in the vertex buffer.
  • Graph::find_references_to to search for node references in the graph.
  • Reflect::apply_recursively for recursive iteration over the descendant fields of an object.
  • Added try reserved keyword for fyrox-template.
  • Built-in sky box for Camera scene node.
  • Improved search in the World Viewer.
  • Make TriangleDefinition trivially-copyable.
  • Major UI documentation improvements.
  • Docs for VectorImage, ScrollPanel, RectEditor, RangeEditor, ProgressBar, ListView, Canvas, SearchBar, ScrollViewer, Expander, KeyBindingEditor, HotKeyEditor, Tree, widgets.
  • Major book improvements.

0.31

  • Multi-scene editing
  • Docs for Window widget
  • Fixed opengl es usage when opengl is not supported
  • Docs for Decorator widget
  • Added crv extension for CurveLoader
  • Basic editor plugins support
  • Updated deps
  • Expose all editor fields so they can be accessible outside
  • Docs for UuidEditor widget
  • Use user_data field of physics entities to store handle to engine entity
  • Ability to encode/decode handles to/from u128
  • Ability to fetch all contact pairs from 2d/3d physics worlds
  • Docs for MessageBox widget
  • Graph::aabb_of_descendants
  • Aabb api improvements
  • Ability to open asset of a node from the world viewer
  • Improved impl_component_provider macro to accept field.foo.ab chains
  • Docs for navmesh node
  • Useful shortcuts for behaviour trees
  • Fixed standard materials for new serialization format
  • Inverter node for behaviour trees
  • Docs and examples for VertexBuffer
  • Added VertexTrait to prevent using a vertex type with different layout
  • Improved surface mod docs
  • Added elapsed_time in PluginContext
  • Use all texture channels in sprite fragment shader
  • Load editor's docking manager layout on reconfiguration
  • Open window of a tile when restoring docking manager layout
  • Ability to save/load editor's docking manager layout
  • Prevent panic in ui search methods
  • Ability to apply saved docking manager layout + improved layout saving
  • Ability to save docking manager layout
  • Changed error to warning when unable to load missing options file
  • Fixed crash when exiting the editor
  • Fixed opening arbitrary files from asset browser
  • Ability to open scenes from asset browser
  • User-defined data for tabs
  • Ability to add and remove tabs in the TabControl widget via messages
  • Added a nine patch widget
  • Fixed tab control's content alignment
  • can_be_closed flag for TabControl tabs
  • Ability to close tabs in TabControl widget
  • Docs for TabControl widget
  • Ability to catch the moment when the active tab of TabControl changed
  • Docs for ScrollBar widget
  • Docs for Popup widget
  • Docs for NumericUpDown widget
  • Ability to change StackPanel's orientation via message
  • Ability to change WrapPanel's orientation via message
  • Docs for WrapPanel widget
  • Docs for CheckBox widget
  • Docs for Widget
  • Docs for TextBox widget
  • Docs for StackPanel widget
  • Docs for Grid widget
  • Docs for Image widget
  • Docs for Text widget
  • Fyrox-ui docs
  • Docs for Button widget
  • Access to current transform of TransformStack
  • Docs for Border
  • Ability to pass doc comments in define_constructor macro
  • Docs for BuildContext
  • Docs for UiNode
  • Iterative font atlas packing.
  • Docs for Thickness
  • Docs for widget alignments
  • Docs for BaseControl
  • Update hierarchical data when instantiating a prefab
  • Docs for trait Control
  • Hotkey to focus editor's camera on a selected object
  • Helper methods for Frustum
  • Ability to focus editor's camera on an object
  • Helper methods for TextureKind
  • Camera fitting functionality
  • Aabb helper methods
  • Save editor settings only if they were modified by user
  • Camera::frustum
  • Fixed camera preview + added camera preview control panel
  • Automatically select newly created scene nodes in the editor

0.30

  • Ability to change graph root to arbitrary graph node.
  • Ability to change graph root in the editor.
  • Optional checkerboard background for Image widget.
  • Simplified animation blending.
  • Mutable access to curve key's value.
  • Added property validation for the animation editor.
  • Track validation for the animation editor.
  • Ability to set widget's tooltip via message.
  • Correctly sync track names in the animation editor.
  • Ability to change target nodes on animation tracks.
  • Preserve parent when extracting a sub-graph from a graph.
  • Refactored editor scene structure to allow modifying the root node.
  • Play sound buffer resource when inspecting it in the asset browser.
  • Show textured quad in resources previewer when inspecting a texture.
  • Configurable scroll speed for ScrollViewer widget + speed up scrolling 2x.
  • Helper methods to quickly check a resource state.
  • Helper methods to access script components faster.
  • Improved range property editor.
  • Enter State for state menu in absm editor. Works the same as double click, removes confusion for ppl that does not get used to double-click on things.
  • Leave preview mode when closing or changing scenes in the editor.
  • Prevent panic when trying to generate random number from an empty range.
  • Serialize delay line samples as POD array.
  • Optional ability to save current scene in text form for debugging.
  • Do not render disabled sprite nodes.
  • Fixed property inheritance subtle bugs.
  • Do not allow revering a property value in the editor if there's no parent.
  • Do not save content of non-modified inheritable variables.
  • Fixed directional light docs.
  • Fixed Node::is_x,as_x,as_x_mut methods.
  • Graph::try_get_script_of + try_get_script_of_mut methods
  • Base::root_resource - allows you to find root resource in dependency graph.
  • Prevent deadlock on self-referencing model resources
  • UUID for widgets.
  • Save editor's window position and size into editor's settings.
  • Apply local scaling of terrain to heightfield collider.
  • MachineLayer::is_all_animations_of_state_ended
  • Ability to fetch all animations of a state in ABSM layer.
  • Added IsAnimationEnded condition for ABSM transitions.
  • ABSM state actions. Allows you to rewind/enable/disable specific animations when entering/leaving a state.
  • Fixed incorrect "state enter" event sent from source instead of dest.
  • Added a collection of built-in resources for resource manager. This collection is used on resource deserialization step to restore references to built-in resources.
  • Pre-compile built-in shaders on engine startup.
  • Ability to change camera zoom speed in the editor.
  • Plugin::before_rendering
  • Matrix storage cache to prevent driver synchronization steps.
  • Persistent identifiers for render entities.
  • Improved deserialization performance.
  • Use fast_image_resize crate to generate mip maps (which gave 5x performance boost).
  • Configurable filter for mip-map generation for textures.
  • Fixed tooltip position - it now does not go outside of screen bounds.
  • "Immutable collection" reflection attribute for collection fields that prevent changing collection size.
  • Ability to get typed data of specific mip level of a texture.
  • Ability to fetch specific mip level data of textures.
  • Ability to set height map of terrain chunks directly from an image.
  • Dependency graph visualizer for asset browser.
  • Resource dependency graph.
  • Ability to flatten terrain slopes.
  • Return local height value at intersection point in ray-terrain test.
  • Cleaned editor's command API.
  • Removed visibility cache.
  • Ability to index graph with Handle<T: NodeTrait>
  • Handle::transmute
  • Doc comments support for reflection.
  • Show doc comments for selected entity in a separate window.
  • Moved logger to fyrox_core.
  • Resource system refactoring to support user-defined resources.
  • Blackboard for visitor to pass arbitrary data when serializing/deserializing.
  • Added missing recalculation of terrain bounding box.
  • Texture::deep_clone
  • Log::verify_message
  • R32F + R16F texture formats.
  • data_of_type methods to reinterpret inner texture data storage to a particular type.
  • Debug drawing for scene nodes.
  • Configurable polygon rasterization mode for scenes (gbuffer only).
  • Ability to set polygon rasterization mode to select between solid and wireframe rendering.
  • Force Framebuffer::draw_x methods to accept element range to draw.
  • Proper culling for terrains.
  • Refactored rendering: scene nodes can now supply renderer with data. NodeTrait::collect_render_data is now used to supply renderer with data.
  • Batch generation is now done on per-camera (which includes light sources for shadows) basis.
  • Added a method to link nodes while keeping child's global position and rotation.
  • LODs for terrains.
  • Limits for collider shape values.
  • Added doc example for Graph::begin_multi_borrow.
  • Fixed samplers type collision when rendering with materials with different sampler types.
  • Unbind texture from other samplers when setting it to a new one.
  • Fixed half-float textures + fixed volume textures mip maps.
  • RGB16F texture format.
  • Use texture-based matrix storage for "unlimited" bone matrices. Raises matrix count per surface from 64 to 255.
  • Fixed texture alignment issues.
  • Use correct sampler index when changing texture data.
  • Set new mip count for texture when changing its data.
  • Fixed texture binding bug.
  • Warning instead of panic when there's not enough space for bone matrices.
  • Rename visitor::Node to visitor::VisitorNode to prevent confusing import in IDEs.
  • InheritableVariable::take
  • Ability to change size of terrain height map and layer masks.
  • Ability to add chunks from any side of the terrain.
  • Fixed crash when deleting a navmesh edge.
  • Improved package description.
  • Make navmesh panel floating by default + open it when a navmesh is selected.
  • Navigational mesh refactoring.
  • Navigational mesh scene node.
  • Pass light intensity into lightmapper.
  • "Headless" mode for Executor - suitable for server-side of multiplayer games.
  • Added editor's window icon.
  • Blend shape support.
  • Changed sidebar to be inspector in the view dropdown menu.
  • Tweaked step values for transform properties.
  • Limits for vec editor.
  • Generic Vector<T,N> property editor.
  • Added support for min, max, step property attributes for vecN.
  • Ability to create/destroy audio output device on demand.
  • Migrate to tinyaudio as audio output backend
  • Use RcUiNodeHandle for context menus. This ensures that context menu will be destroyed when it is not used anymore.
  • Fixed multiple lightmapping issues.
  • Fixed incorrect sRGB conversion for WASM.
  • Android support.
  • Ability to run the engine without graphics/window/sound by making these parts optional.
  • Update to latest winit + glutin.
  • Ability to change value in NumericUpDown widget by dragging
  • Removed "Scene Graph" item from world viewer + made breadcrumbs much more compact.
  • Put interaction mode panel on top of scene previewer.
  • Added ability to search assets in the asset browser.
  • SearchBar widget.
  • Ability to hide path text box in file browser widget.
  • Hide path field in the asset browser.
  • Tooltip for asset items in the asset browser that shows full asset path.
  • Improved simple tooltip style.
  • Optional ability to suppress closing menus by clicking on non-empty menu.
  • Added No Scene reminder in the editor and how to create/load a scene.
  • Editor UI style improvements.
  • DrawingContext::push_arc+push_rounded_rect
  • Ability to enable/disable debug geometry for camera/light sources.
  • Show indices of input sockets of ABSM nodes.
  • Keep animations enabled on import.
  • Blend space support.
  • Added help menu (with Open Book and Open API Reference items)
  • Ability to create special (much faster) bindings to position/scale/rotation of nodes in the animation editor.
  • Ability to reimport animations in the animation editor.
  • New example: render to texture.
  • Audio bus graph.
  • Root motion support.
  • Audio panel rework to support audio bus graphs.
  • Sound effect API improvements.
  • Keep recent files list sorted and up-to-date.
  • Fixed incorrect sound panning in HRTF mode.
  • Ability to get unique material instances when cloning a surface.
  • Validation for sound node
  • Audio preview panel
  • Do not play sounds in the editor automatically. Sounds can only be played from the audio preview panel instead. fixes the issue when you have a scene with multiple sounds, but since they're playing, their playback position changes and these changes sneak in the saved scene preventing from defining strict playback position
  • Ability to partially update global properties of a hierachy of nodes.
  • Do not crash if a root node in the previewer died.
  • Fixed deadlock when selecting object's property in animation editor.
  • Ability to set pre-generated particles in particle systems.
  • Provided access to standard shader names.
  • Print texture resource name when failed to create its GPU version.
  • Rebuild terrain's geometry on deserialization.
  • Automatic, reflection-based resource handle mapping.
  • Ability to ignore some type when doing property inheritance.
  • Support for hash maps in the property selector.
  • Expose material fields via reflection.
  • Keep flags of ScrollBarMessage when responding to value message.
  • Delegating implementation of Debug trait for ImmutableString.
  • Added reflection for hash maps.
  • Reflection system refactoring to support types with interior mutability (Mutex, RefCell, etc.)
  • Ability to rewind particle systems to a particular time.
  • Determinism for particle systems.
  • Fixed preview mode for particle systems.
  • Ability to "rewind" particle systems in particle system control panel.
  • Fixed ParticleSystem::clear_particles for emitters that does not resurrect their particles.
  • Fixed potential panic in formatted text on missing glyphs.
  • Supply PluginContext with performance statistics for the previous frame.
  • Property editor for ColorGradients.
  • Simplified color_over_lifetime field in particle systems.
  • Improved color gradient API.
  • Fixed incorrect activation of transition/states during the preview mode in the ABSM editor.
  • Compound conditions for ABSM transitions
  • Fixed off-screen UI rendering compatibility with HDR pipeline.
  • Refactored scene node lifetime management - this mainly fixes the bug when a node with Some(lifetime) would crash the editor. The same is applied to play-once sounds. Node::update now does not manage node's lifetime anymore, instead there's Node::is_alive.
  • Fixed incorrect handling of user-defined forces of rigid bodies. A body was pushed continuously using previously set force.
  • Configurable size for light pictograms in the editor
  • ActiveStateChanged event now contains both previous and new states.
  • Message passing for scripts with multiple routing strategies
  • Graph::find_map/find_up_map/find_up_by_name
  • Improved Graph::find_x methods - returns Option<(Handle<Node>, &Node)> now, that removes another borrow if there's a need to borrow it at a call site.

0.29

  • Animation system rework.
  • Animation Editor.
  • Animation Blending State Machine Editor.
  • Fixed potential crash when joint was initialized earlier than connected rigid bodies.
  • Model instantiation scaling now used for prefab preview.
  • Fixed lots of potential sources of panic in perspective and ortho projections.
  • Fixed editor's camera movement speed setting for 3D mode.
  • Standard "two-side" shader - useful for foliage and grass.
  • Sprite sheet editor
  • Support for Vector(2/3/4)<f32/f64/u8/i8/u16/i16/u32/i32/u64/i64> types in serializer.
  • Sprite sheet animation now uses frames coordinates instead of explicit uv rectangles for each frame.
  • Sprite sheet animation now has a texture associated with it.
  • Fixed reflection fallback in case of missing field setter.
  • Ability to set uv rect for Image widget
  • Scene settings window for the editor - gives you an ability to edit scene settings: change physics integration parameters, ambient lighting color, various flags, etc.
  • Prevent crash when adding a new surface to a Mesh node in the editor
  • Fixed directory/file duplicates in file browser widget when double-clicking on an item.
  • Show use count for materials in Inspector
  • Replace Arc<Mutex<Material>> with SharedMaterial new-type.
  • Ability to assign a unique copy of a material to an object.
  • Replace Arc<Mutex<Material>> with SurfaceSharedData
  • Clear collections before deserialization
  • Property inheritance for collections
  • Fixed incorrect material replacement when loading a scene with an FBX with custom materials.
  • Added Blender material slots names in FBX loader
  • Access to procedural flag for SurfaceData
  • Property editor for mesh's surface data.
  • Validation for scene nodes
    • Helps to find invalid cases like:
    • Missing joint bodies or invalid types of bodies (i.e. use 2d rigid body for 3d joint)
    • Wrongly attached colliders (not being a child of a rigid body)
    • Shows small exclamation mark if there's something wrong with a node
  • Share tooltip across widgets on clone
  • Fixed color picker: brightness-saturation grid wasn't visible
  • Added support for Collider intersection check (kudos to @Thomas Hauth)
  • Animation system refactoring
    • Use curves for numeric properties.
    • Ability to animate arbitrary numeric properties via reflection.
  • Prevent crash in case of invalid node handle in animation
  • Curve::value_at optimization - 2x performance improvement of using binary search for spans.
  • Curve::add_key optimized insertion using binary search.
  • Node Selector widget - allows you to pick a node from a scene.
  • Merge Inspect trait functionality into Reflect trait - it is now possible to obtain fields metadata while iterating over them.
  • Property Selector widget - allows you to pick a property path from an object that supports Reflect trait.
  • Reflect implementation for Uuid
  • fyrox::gui::utils::make_cross - small helper to create a vector image of a cross
  • FieldInfo::type_name - allows to get type name of a field without using unstable std::any::type_name_of_val
  • PathVertex::g_score penalty for A* pathfinding (kudos to @cordain)
  • Added Default, Debug,Clone impls for RawMesh
  • Name and uuid for Curve
  • Send curve when adding new keys in the CurveEditor widget
  • Preserve curve and keys id in the curve editor widget
  • Correctly wrap Audio Panel in docking manager tile (kudos to @iRaiko)
  • AsyncSceneLoader - cross-platform (wasm included) asynchronous scene loader
  • Added support for wasm in fyrox-template - now fyrox-template generates executor-wasm crate which is a special version of executor for webassembly
  • Non-blocking resource waiting before processing scene scripts
  • Added missing property editor for sound status
  • Sync sound buffer first, then playback position
  • Property editor for Machine type.
  • Rectangle+RectangleFilled primitives for VectorImage widget
  • Draw x values in curve editor widget at the top of the view
  • Ability to show/hide axes values in the curve editor widget
  • Use messages to modify view position and zoom in the curve editor (helps to catch the moment when zoom or view position changes)
  • Fixed UI messages not being passed to plugins based on when they happened during frame (kudos to @bolshoytoster)
  • Ability to explicitly set animation time slice instead of length.
  • Cloning a node now produces exact clone.
  • Ability to set min, max values, step, precision for numericupdown widget
  • Prevent panic when trying to iterate over pool items using reflection
  • Split Model::retarget_animations in two separate methods
  • Smart movement move for move gizmo (kudos to @Zoltan Haindrich)
  • Reflect::set_field_by_path
  • Ability to add zones for highlighting in the CurveEditor
  • Ability to zoom non-uniformly via shift or ctrl pressed during zooming in the CurveEditor widget
  • Animation signals rework
    • uuid instead of numeric identifier
    • added name for signals
    • removed getters/setters
    • added more signal management methods
  • Animation::pop_signal
  • Refactored animation blending state machine to support animation layers
  • Visit impl for HashSet
  • Ability to set layer mask in the absm editor
  • Added animation system documentation.
  • Graph::try_get_of_type+try_get_mut_of_type
  • Rename InheritableVariable methods to remove ambiguity
  • Model::retarget_animations_to_player
  • Use correct property editor for PoseWeight
  • Show handles of absm entities in the editor
  • Show more info on absm nodes
    • PlayAnimation nodes shows name of the animation
    • blend nodes shows the amount of animations blended
  • AnimationContainer::find_by_name_ref/mut
  • Ability to search various animation entities by their names
  • Add more information to panic messages in fyrox-template (kudos to @lenscas)
  • Check for reserved names in fyrox-template (kudos to @TheEggShark)
  • Ability to enable/disable scene nodes
  • Basic support for headless mode for server part of games (kudos to @martin-t)
  • Removed Scene::remove_node
  • Rename NodeTrait::clean_up -> NodeTrait::on_removed_from_graph
  • Fixed colorization in the world viewer
  • Ability to disable steps of update pipeline of the graph
  • Preview mode for animation player, animation blending state machine, particle system nodes.
  • Rename colliding ParticleSystem::set_enabled method to play
  • Particle system preview control panel
  • Property editor for Uuid type.
  • Restrict Reflect trait on Debug.
  • Optional ability to Copy Value as String for properties in Inspector widget
  • Pass animation signal name to animation event - makes much easier to respond to multiple animation events with the same name
  • Ability to maximize ui windows
  • Animation::take_events
  • Reflect::type_name
  • Show type name of selected object in the inspector
  • Fixed multiple nodes parenting in the world viewer
  • Apply grid snapping when instantiating a prefab
  • Added range selection for tree widget (Shift + Click)
  • Docking manager now collapses tiles when closing a docked window
  • Improved search bar style in the world viewer
  • Improved breadcrumbs in the world viewer
  • HotKey + KeyBinding + respective property editors
  • Ability to change editor controls.

0.28

  • Preview for prefab instantiation.
  • Drag preview nodes are now input-transparent.
  • Expand/collapse trees by double click.
  • Fixed move/rotate/scale gizmo behaviour for mouse events.
  • Fixed fallback to defaults when editor's config is corrupted.
  • Save Track Selection option in the editor's config.
  • Clear breadcrumbs when changing scene in the editor.
  • Fixed 1-frame delay issues in the editor.
  • Emit MouseUp message before Drop message.
  • Fixed UI "flashing" in the editor in some cases.
  • Do not silently discard UI messages from nodes that were already be deleted.
  • Show node handle in breadcrumbs in the editor.
  • Provide direct read-only access to current dragging context in UI.
  • Fixed crash when trying to select a node by invalid handle in the editor.
  • Highlight invalid handles in the Inspector.
  • Discard "leftover" debug geometry when undoing actions in the editor.
  • Some menus in the editor now more intuitive now.
  • Fixed critical bug with incorrect unpack alignment for RGB textures - this causes hard crash in some cases.
  • Do not try to reload a resource if it is already loading.
  • Ability to set desired frame rate for Executor (default is 60 FPS).
  • Ability to paste editor's clipboard content to selected node (paste-as-child functionality).
  • Ability to render into transparent window while keeping the transparency of untouched pixels (see transparent example).
  • Ability to specify custom window builder in Executor + a way to disable vsync in Executor.
  • MultiBorrowContext for Pool and Graph::begin_multi_borrow, helps you to borrow multiple mutable references to different items.
  • Speed up code generation in proc-macros.
  • Correctly map handles in instances after property inheritance (fixed weird bugs when handles to nodes in your scripts mapped to incorrect ones)
  • Refactored script processing:
    • Added ScriptTrait::on_start - it is guaranteed to be called after all scripts in scene are initialized, useful when a script depends on some other script
    • Script processing is now centralized, not scattered as before.
    • More deterministic update path (on_init -> on_start -> on_update -> on_destroy)
  • Fixed crash when modifying text in a text box via message and then trying to type something.
  • ButtonBuilder::with_text_and_font
  • Show node names in for fields of Handle<Node> fields of structs in the editor.
  • Fixed crash in the editor when a script has resource field.
  • Ability to clone behaviour trees.
  • Automatic node handle mapping via reflection.
  • Removed ScriptTrait::remap_handles method.
  • Pass elapsed time to scripts.
  • Do not call ScriptTrait::on_os_event if scene is disabled.
  • Make world viewer filtering case-insensitive.
  • Correctly set self handle and sender for graph's root node.
  • #[inline] attributes for "hot" methods.
  • Fixed panic when rigid body is a root node of a scene.
  • Base::has_script + Base::try_get_script + Base::try_get_script_mut helper methods, it is now easier to fetch scripts on scene nodes.
  • Ability to change selected node type in the editor (useful to change scene root type).
  • Optimized script trait parameter passing, script context now passed by reference instead of value.
  • Script context now have access to all plugins, which makes possible create cross plugin interaction.
  • Removed requirement of scripts api to provide parent plugin's uuid.
  • There is no more need to define uuid for plugins.
  • Do not update scene scripts if it is disabled.
  • Graph::find_first_by_script - helps you find a node by its script type.
  • Added missing property editors for Inspector widget.
  • Save editor's scene camera settings (position, orientation, zoom, etc.) per scene.
  • Skip-chars list to be able to treat some chars like white space.
  • Optional text shadow effect.
  • Ctrl+Shift+Arrow to select text word-by-word in text box widget.
  • Added navmesh settings to editor's settings panel.
  • Make text box widget to accept text messages + special messages for text box widget.
  • Set 500 ms double click interval (previously it was 750 ms).
  • Fixed text selection in case of custom ui scaling.
  • Fixed TextBox::screen_pos_to_text_pos - incorrect usage of char_code as index was leading to incorrect screen position to text position mapping.
  • Ability to scroll text in the text box widget.
  • Rect::with_position + Rect::with_size methods.
  • Fixed caret position when removing text from text box in specific cases.
  • Fixed crash when typing spaces at the end of text box with word wrap.
  • Fixed caret position when adding text to the multiline text box widget.
  • Fixed new line addition in the text box widget.
  • Ability to select words (or whitespace spans) in the text box by double click.
  • Emit double click after mouse down event (not before).
  • Fixed caret blinking in the text box widget for various scenarios.
  • Ctrl+LeftArrow and Ctrl+RightArrow to skip words in the text box widget.
  • Allow setting caret position in the text box widget by clicking outside of line bounds.
  • raycast2d example.
  • Fixed text deletion in text box by Delete key + selection fixes.
  • Fixed selection by Ctrl+Home, Ctrl+End in the text box widget.
  • Fixed selected text highlighting in the text box widget.
  • Fixed panic when Ctrl+C in a text box when selection is right-to-left.
  • Ability to focus/unfocus a widget by sending a message.
  • Added TextBox example.
  • Removed is_modified flag from PropertyInfo.
  • Ability to revert inherited property to parent's prefab value.
  • Replaced manual property inheritance with reflection.
  • Added fields and fields_mut for Reflect trait.
  • Property inheritance for scripts.
  • Ability to extract selection as a prefab.
  • Fixed tooltips for complex properties in Inspector widget.
  • Allow selecting build profile when running a game from the editor.
  • NodeHandle wrapper to bypass some limitations of Inspector widget.
  • Return result instead of unwrap and panic in make_relative_path - fixed some issues with symlinks in the editor.
  • Added missing Reflect implementation for scripts made in fyrox-template.
  • Added dependencies optimization for projects generated in fyrox-template.
  • Provided access to some sound engine methods to plugins (set_sound_gain and sound_gain)
  • Fixed style for ArrayPropertyEditor widget.
  • Do not emit events for disabled animation signals.
  • Sprite sheet animations with signals.
  • Fixed terrain rendering - there's no more seams between layers with skybox content.
  • Ability to set blending equation in draw parameters in the renderer.
  • Ability to set blend function separately for RGB and Alpha in the renderer.
  • Ignore invisible menus when closing menu chain by out-of-bounds click.
  • Make some buttons in the editor smaller and less bright, add more tooltips.
  • Use images for Expand all, Collapse all, Locate Selection buttons in world viewer.
  • Fixed potential infinite loops when performing some math operations.
  • Smoothing for cascaded shadow maps.
  • Fixed script property editor - no more weird bugs in the editor when setting/editing/removing scripts from a node.
  • Fixed cascaded shadow maps for directional lights.
  • Added Frustum::center method.
  • Fixed list of panels in View menu in the editor.
  • Create tool tips for interaction modes hidden by default.
  • Reload settings when reconfiguring the editor.
  • Added list of recent scenes to File menu in the editor - makes easier to switch between most used scenes.
  • Ability to add, remove, set items for MenuItem widget
  • Correctly highlight selected interaction mode button
  • More hotkeys for the editor
    • [5] - activate navmesh edit mode
    • [6] - activate terrain edit mode
  • Ability to set Selected flag to Decorator widget on build stage
  • Added Invert drag option for camera settings in the editor.
  • Fixed incorrect rendering of Luminance and LuminanceAlpha textures.
  • Fixed closing menus by clicking outside them.
  • Direct access to all fields in all widgets.
  • Force TextBox widget to consume all input messages, this fixes hot keys triggering in the editor while typing something in text fields.

0.27.1

  • Fixed Operation failed! Reason: Modify { value: dyn Reflect } error.
  • Fixed inability to edit properties of 2d collider shape
  • Fixed inability to edit some properties of Joint2D.
  • Added property editor for Color Grading Lut property of the Camera node.
  • Fixed panic when editing cascades properties of directional light.
  • Prevent panic when there's invalid bone handle.
  • Hide data field from inspector for Surface, because it has no proper property editor.
  • Fixed terrain layer deletion from the Inspector.

0.27

  • Added compile-time reflection (huge thanks to @toyboot4e)
  • Most editor commands were removed and replaced by universal command based on reflection.
  • Backward compatibility for native engine data formats was dropped - use FyroxEd 0.13 to convert your scenes to newer version.
  • Fixed panic when loading an FBX model with malformed animation curves (when there is only 1 or 2 components animated instead of 3, X and Y, but not Z for example).
  • ABSM editor now have smaller default size and fits on small screens.
  • Asset previewer now plays model animations
  • Fixed critical FBX importer bug, that caused malformed animations.
  • Ability to define "playable" time slice for animations.
  • Fixed editor update rate, previously it was very high and that caused some weird issues.
  • Proper support for all resource types in Inspector
  • Show ABSM resources in the asset browser
  • Ability to edit sound import options in the asset browser
  • Dynamic type casting for script instances
  • Provide access to parameters in ABSM
  • Fixed transition instantiation in ABSM - it incorrectly handled "invert rule" flag.
  • Prevent panic when deleting a node from script methods.
  • Dynamic type casting for plugin instances
  • Two-step ABSM instantiation - at first step you load all animations in parallel (async) and on second step you create actual ABSM instance.
  • Wait for all resources to load before initialize scripts - this prevents panicking when trying to access not yet loaded resource in script methods.
  • Default instantiation scaling options for 3D models - allows you to scale 3D models automatically on instantiation.
  • Graph event broadcaster - allows you to receive Added and Removed events for nodes.
  • Correctly initialize scripts of nodes that created at runtime.
  • Component provider for scripts - allows you to provide access to inner script components via unified interface.
  • Disable automatic texture compression - having compression enabled for all kinds of textures is not good, because there could be some textures with gradients, and they'll have significant distortion.
  • Pool::drain - allows you to remove all objects from a pool while processing every object via closure.
  • Script::on_deinit - allows you to execute any code for cleanup.
  • Added NodeHandleMap - a small wrapper over map that have some methods that makes node handle mapping much shorter.
  • Correctly handle missing properties in Inspector for various objects.
  • Provide access to main application window from plugins.
  • Allow chaining ScriptConstructorContainer::add calls
  • Removed screen_size parameter from UserInterface::new
  • Ability to remove render passes.
  • Run the game in a separate process from the editor.
  • Provide access to default engine's user interface instance for plugins.
  • --override-scene parameter for Executor
  • ButtonContent improvements - it is now possible to re-create button's text field using ButtonMessage::Content
  • Provide access to control flow switch for plugins.
  • Plugin::on_ui_message
  • Two-step plugins initialization:
    • PluginConstructor trait defines a method that creates an instance of Plugin trait, instance of plugin constructor is used to create plugins on demand. It is needed because engine has deferred plugin initialization.
  • Framework is removed, its functionality was merged with plugins.
  • Simplified ScriptConstructorContainer::add definition, there were redundant generic parameters that just add visual clutter.
  • Implemented Clone+Debug traits for NavmeshAgent
  • Fixed spam in log in the editor when any file was changed.
  • High DPI screens support for the editor.
  • Newly created cameras in the editor are now enabled by default.
  • Added "Preview" option for cameras in world viewer.
  • Refactored joints:
    • Joints binding now is fully automatic and it is based on world transform of the joint, no need to manually set local frames.
    • Rebinding happens when a joint changes its position
    • Joints editing in the editor is now much more intuitive
  • Improved debug visualization for physics.
  • Read-only mode for NumericUpDown and Vec2/Vec3/Vec4 widgets
  • Show global coordinates of current selection in the scene previewer
  • BitField widget - it helps you to edit numbers as bit containers, allowing you to switch separate bits
  • More compact editors for properties in Inspector
  • NumericUpDown widget does not use word wrapping by default anymore
  • CheckBox widget can now be switched only by left mouse button
  • Ability to disable contacts between connected bodies of a joint
  • style parameter for project template generator - it defines which scene will be used by default - either 2d or 3d
  • Ability to select portion of the texture to render in Rectangle nodes.
  • Ability to generate script skeleton for template generator
  • HSL color model
  • Ability to copy log enties to the clipboard
  • Log API improvements
  • Visualize cameras in the editor
  • Context menu for asset items, it is now possible to open, delete, show-in-explorer items and also to copy file name and full file path to the clipboard.
  • Visualize point and spot lights in the editor.

0.26

This release is mostly to fix critical bugs of 0.25 and add missing functionality that stops you from using scripting system.

  • Added project template generator
  • Fixed invisible selected item in drop-down list widget.
  • Correctly sync node names in World Viewer
  • Reset editor's camera projection mode switch when creating new scene
  • Fixed doubling scene entities in World Viewer when loading scene via StartupData
  • More logging for renderer
  • Fixed shader cache - now the engine won't re-compile shaders each 20 seconds.
  • Temporarily disable Lifetime property editing because it causes crashes
  • Do not show dirty flag of Transform in the Inspector
  • Provide access to property editors container for editor's Inspector - it is now possible to register your own property editors
  • Fixed panic when syncing Inspector for an entity with Option<Texture> field.
  • Added handle_object_property_changed and handle_collection_property_changed macros to reduce boilerplate code in script property handling.
  • Added ability to restore resource handles for scripts
  • Fixed selection visualization in Asset Browser
  • Validation for sky box cube map generator

Migration guide

There are no breaking changes in this release.

0.25

  • Static plugin system
  • User-defined scripts
  • Play mode for the editor
  • Animation Blending State Machine (ABSM) editor.
  • Some of sound entities were integrated in the scene graph.
  • New Sound and Listener scene nodes.
  • Sound buffer import options.
  • ResourceManager::request_sound_buffer now accepts only path to sound buffer.
  • Prefab inheritance improvements - now most of the properties of scene nodes are inheritable.
  • Access to simulation properties of the physics.
  • Engine and Resource manager are nonserializable anymore, check migration guide to find how to create save files in the correct way.
  • Node enumeration was removed and replaced with dynamic dispatch. This allows you to define your own types of scene nodes.
  • Base is not a scene node anymore, it was replaced with Pivot node (see migration guide for more info)
  • Base now has cast_shadows property, respective property setters/getters was removed from Mesh and Terrain nodes.
  • Ability to bring ListView item into view.
  • Logger improvements: event subscriptions + collecting timestamps
  • Log panel improvements in the editor: severity filtering, color differentiation.
  • Scene nodes now have more or less correct local bounds (a bounding box that can fit the node).
  • Improved picking in the editor: now it is using precise hit test against node's geometry.
  • "Ignore back faces" option for picking in the editor: allows you to pick through "back" of polygon faces, especially useful for closed environment.
  • Rotation ribbons were replaced with torus, it is much easier to select desired rotation mode.
  • New material for gizmos in the editor, that prevent depth issues.
  • New expander for TreeView widget, V and > arrows instead of + and - signs.
  • ScrollBar widget is much thinner by default.
  • Editor settings window now based on Inspector widget, which provides uniform way of data visualization.
  • DEFAULT_FONT singleton was removed, it is replaced with default_font
  • Shortcuts improvements in the editor.
  • Overall UI performance improvements.
  • Ability to disable clipping of widget bounds to parent bounds.
  • Layout and render transform support for widgets - allows you to scale/rotate/translate widgets.
  • Ability to make widget lowermost in hierarchy.
  • Animation blending state machine refactoring, optimizations and stability improvements.
  • Animation blending state machines are now stored in special container which stored in the Scene.
  • Docking manager now shows anchors only for its windows.
  • Model previewer now has much more intuitive controls.
  • NumericUpDown don't panic anymore on edges of numeric bounds (i.e when trying to do i32::MAX_VALUE + 1)
  • DoubleClick support for UI.
  • Update rate fix for editor, it fixes annoying issue with flickering in text boxes.
  • UserInterface::hit_test_unrestricted which performs hit test that is not restricted to current picking restriction stack.
  • WASM renderer fixes.
  • Pool::try_free which returns Option<T> on invalid handles, instead of panicking.
  • Light source for model previewer
  • Default skybox for editor and model previewer cameras
  • Color API improvements.
  • #[reflect(expand)] and #[reflect(expand_subtree)] were removed from Inspect proc-macro
  • Correct field name generation for enum variants
  • Ability to draw Bézier curves in the UI.
  • Fix for navmesh agent navigation of multilayer navigational meshes.
  • Improvements for serializer, now it allows you correctly recover from serialization errors.

Migration guide

WARNING: This release does not provide legacy sound system conversion to new one, which means if any of your scene had any sound, they will be lost!

Now there is limited access to fyrox_sound entities, there is no way to create sound contexts, sounds, effects manually. You have to use respective scene nodes (Sound, Listener) and Effect from fyrox::scene::sound module (and children modules).

Nodes

Since Node enumeration was removed, there is a new way of managing nodes:

  • Node now is just Box<dyn NodeTrait> wrapped in a new-type-struct.
  • Pattern matching was replaced with cast and cast_mut methods.
  • In addition to cast/cast_mut there are two more complex methods for polymorphism: query_component_ref and query_component_mut which are able to extract references to internal parts of the nodes. This now has only one usage - Light enumeration was removed and PointLight, SpotLight, DirectionalLight provides unified access to BaseLight component via query_component_ref/query_component_mut. query_component could be a bit slower, since it might involve additional branching while attempting to query component.
  • Base node was replaced with Pivot node (and respective PivotBuilder), it happend due to problems with Deref<Target = Base>/DerefMut implementation, if Base is implementing NodeTrait then it must implement Deref but implementing Deref for Base causes infinite deref coercion loop.
  • To be able to create custom scene nodes and having the ability to serialize/deserialize scene graph with such nodes, NodeConstructorContainer was added. It contains a simple map UUID -> NodeConstructor which allows to pick the right node constructor based on type uuid at deserialization stage.

Replacing BaseBuilder with PivotBuilder

It is very simply, just wrap BaseBuilder with a PivotBuilder and call build on PivotBuilder instance:

// Before
fn create_pivot_node(graph: &mut Graph) -> Handle<Node> {
    BaseBuilder::new().build(graph)    
}

// After
fn create_pivot_node(graph: &mut Graph) -> Handle<Node> {
    PivotBuilder::new(BaseBuilder::new()).build(graph)
}

Pattern matching replacement

Pattern matching was replaced with 4 new methods cast/cast_mut/query_component_ref/query_component_mut:

fn set_sprite_color(node: &mut Node, color: Color) {
    // Use `cast_mut` when you are sure about the real node type.
    if let Some(sprite) = node.cast_mut::<Sprite>() {
        sprite.set_color(color);
    }
}

fn set_light_color(node: &mut Node, color: Color) {
    // Use query_component_mut if you unsure what is the exact type of the node.
    // In this example the `node` could be either PointLight, SpotLight, DirectionalLight,
    // since they're all provide access to `BaseLight` via `query_component_x` the function
    // will work with any of those types.
    if let Some(base_light) = node.query_component_mut::<BaseLight>() {
        base_light.set_color(color);
    }
}

Listener

Now there is no need to manually sync position and orientation of the sound listener, all you need to do instead is to create Listener node and attach it to your primary camera (or other scene node). Keep in mind that the engine supports only one listener, which means that only one listener can be active at a time. The engine will not stop you from having multiple listeners active, however only first (the order is undefined) will be used to output sound.

Sound sources

There is no more 2D/3D separation between sounds, all sounds in 3D by default. Every sound source now is a scene node and can be created like so:

let sound = SoundBuilder::new(
    BaseBuilder::new().with_local_transform(
        TransformBuilder::new()
            .with_local_position(position)
            .build(),
    ),
)
.with_buffer(buffer.into())
.with_status(Status::Playing)
.with_play_once(true)
.with_gain(gain)
.with_radius(radius)
.with_rolloff_factor(rolloff_factor)
.build(graph);

Its API mimics fyrox_sound API so there should be now troubles in migration.

Effects

Effects got a thin wrapper around fyrox_sound to make them compatible with Sound scene nodes, a reverb effect instance can be created like so:

let reverb = ReverbEffectBuilder::new(BaseEffectBuilder::new().with_gain(0.7))
    .with_wet(0.5)
    .with_dry(0.5)
    .with_decay_time(3.0)
    .build(&mut scene.graph.sound_context);

A sound source can be attached to an effect like so:

graph
    .sound_context
    .effect_mut(self.reverb)
    .inputs_mut()
    .push(EffectInput {
        sound,
        filter: None,
    });

Filters

Effect input filters API remain unchanged.

Engine initialization

Engine::new signature has changed to accept EngineInitParams, all previous argument were moved to the structure. However, there are some new engine initialization parameters, like serialization_context and resource_manager. Previously resource_manager was created implicitly, currently it has to be created outside and passed to EngineInitParams. This is because of new SerializationContext which contains a set of constructors for various types that may be used in the engine and be added by external plugins. Typical engine initialization could look something like this:

use fyrox::engine::{Engine, EngineInitParams};
use fyrox::window::WindowBuilder;
use fyrox::engine::resource_manager::ResourceManager;
use fyrox::event_loop::EventLoop;
use std::sync::Arc;
use fyrox::engine::SerializationContext;

fn init_engine() {
    let evt = EventLoop::new();
    let window_builder = WindowBuilder::new()
        .with_title("Test")
        .with_fullscreen(None);
    let serialization_context = Arc::new(SerializationContext::new());
    let mut engine = Engine::new(EngineInitParams {
        window_builder,
        resource_manager: ResourceManager::new(serialization_context.clone()),
        serialization_context,
        events_loop: &evt,
        vsync: false,
    })
    .unwrap();
}

Serialization

Engine and ResourceManager both are non-serializable anymore. It changes approach of creating save files in games. Previously you used something like this (following code snippets are modified versions of save_load example):

const SAVE_FILE: &str = "save.bin";

fn save(game: &mut Game) {
    let mut visitor = Visitor::new();

    game.engine.visit("Engine", visitor)?; // This no longer works
    game.game_scene.visit("GameScene", visitor)?;
    
    visitor.save_binary(Path::new(SAVE_FILE)).unwrap();
}

fn load(game: &mut Game) {
    if Path::new(SAVE_FILE).exists() {
        if let Some(game_scene) = game.game_scene.take() {
            game.engine.scenes.remove(game_scene.scene);
        }

        let mut visitor = block_on(Visitor::load_binary(SAVE_FILE)).unwrap();

        game.engine.visit("Engine", visitor)?; // This no longer works
        game.game_scene.visit("GameScene", visitor)?;
    }
}

However, on practice this approach could lead to some undesirable side effects. The main problem with the old approach is that when you serialize the engine, it serializes all scenes you have. This fact is more or less ok if you have only one scene, but if you have two and more scenes (for example one for menu and one for game level) it writes/reads redundant data. The second problem is that you cannot load saved games asynchronously using the old approach, because it takes mutable access of the engine and prevents you from off-threading work.

The new approach is much more flexible and do not have such issues, instead of saving the entire state of the engine, you just save and load only what you actually need:

const SAVE_FILE: &str = "save.bin";

fn save(game: &mut Game) {
    if let Some(game_scene) = game.game_scene.as_mut() {
        let mut visitor = Visitor::new();

        // Serialize game scene first.
        game.engine.scenes[game_scene.scene]
            .save("Scene", &mut visitor)
            .unwrap();
        // Then serialize the game scene.
        game_scene.visit("GameScene", &mut visitor).unwrap();

        // And call save method to write everything to disk.
        visitor.save_binary(Path::new(SAVE_FILE)).unwrap();
    }
}

// Notice that load is now async.
async fn load(game: &mut Game) {
    // Try to load saved game.
    if Path::new(SAVE_FILE).exists() {
        // Remove current scene first.
        if let Some(game_scene) = game.game_scene.take() {
            game.engine.scenes.remove(game_scene.scene);
        }

        let mut visitor = Visitor::load_binary(SAVE_FILE).await.unwrap();

        let scene = SceneLoader::load("Scene", &mut visitor)
            .unwrap()
            .finish(game.engine.resource_manager.clone())
            .await;

        let mut game_scene = GameScene::default();
        game_scene.visit("GameScene", &mut visitor).unwrap();

        game_scene.scene = game.engine.scenes.add(scene);
        game.game_scene = Some(game_scene);
    }
}

As you can see in the new approach you save your scene and some level data, and on load - you load the scene, add it to the engine as usual and load level's data. The new approach is a bit more verbose, but it is much more flexible.

0.24

Engine

  • 2D games support (with 2D physics as well)
  • Three new scene nodes was added: RigidBody, Collider, Joint. Since rigid body, collider and joint are graph nodes now, it is possible to have complex hierarchies built with them.
  • It is possible to attach rigid body to any node in scene graph, its position now will be correct in this case ( previously it was possible to have rigid bodies attached only on root scene nodes).
  • New Inspector widget + tons of built-in property editors (with the ability to add custom editors)
  • Inspect trait + proc macro for lightweight reflection
  • UI now using dynamic dispatch allowing you to add custom nodes and messages easily
  • fyrox-sound optimizations (30% faster)
  • Linear interpolation for sound samples when sampling rate != 1.0 (much better quality than before)
  • Color fields in material editor now editable
  • Window client area is now correctly filled by the renderer on every OS, not just Windows.
  • NumericRange removal (replaced with standard Range + extension trait)
  • Sort files and directories in FileBrowser/FileSelector widgets
  • RawStreaming data source for sound
  • Renderer performance improvements (2.5x times faster)
  • UI layout performance improvements
  • Prevent renderer from eating gigabytes of RAM
  • Use #[inline] attribute to enable cross-crate inlining
  • ImmutableString for faster hashing of static strings
  • SparseBuffer as a lightweight analog for Pool (non-generational version)
  • Support diffuse color in FBX materials
  • Frustum culling fixes for terrain
  • Shaders don't print empty lines when compiles successfully.
  • Pool improvements
  • Impl IntoIterator for references to Pool
  • Cascaded shadow maps for directional light sources
  • spawn_at + spawn_at_handle for Pool
  • Preview for drag'n'drop
  • Grid widget layout performance optimizations (1000x performance improvement - this is not a typo)
  • query_component for UI widgets
  • Curve resource
  • Remove all associated widgets of a widget when deleting the widget (do not leave dangling objects)
  • World bounding box calculation fix
  • Heavy usage of invalidation in UI routines (prevents checking tons of widgets every frame)
  • Migrate to parking-lot synchronization primitives
  • Migrate to FxHash (faster hashing)
  • Log::verify to log errors of Result<(), Error
  • Custom scene node properties support
  • Alt+Click prevents selection in Tree widget
  • Ability to change camera projection (Perspective or Orthographic)
  • Smart position selection for popups (prevents them from appearing outside screen bounds)
  • High-quality mip-map generation using Lanczos filter.

Editor

  • Inspector widget integration, which allowed to remove tons of boilerplate code
  • Middle mouse button camera dragging
  • Q/E + Space to move camera up/down
  • Working directory message is much less confusing now
  • Ability to edit sound sources in the editor
  • Checkerboard colorization fix in the world viewer
  • Search in the world viewer
  • Floating brush panel for terrain editor
  • Editor camera has manual exposure (not affected by auto-exposure)
  • Curve editor
  • Automatically select an newly created instance of a scene node
  • Grid snapping fix
  • Angle snapping
  • Edit properties of multiple selected objects at once.
  • Context menu for scene items in world viewer
  • Create child for scene item context menu
  • Import options editor for asset browser
  • Hot reload for textures.

Breaking changes and migration guide

There are lots of breaking changes in this version, however all of them mostly related to the code and scenes made in previous version should still be loadable.

Convert old scenes to new format

At first, install the rusty-editor from crates.io and run it:

cargo install rusty-editor
rusty-editor

And then just re-save your scenes one-by-one. After this all your scenes will be converted to the newest version. Keep in mind that the editor from GitHub repo (0.25+) is not longer have backward compatibility/conversion code!

2D scenes

2D scene were completely removed and almost every 2D node were removed, there is only one "2D" node left - Rectangle. 2D now implemented in 3D scenes, you have to use orthographic camera for that. There is no migration guide for 2D scenes because 2D had rudimentary support, and I highly doubt that there is any project that uses 2D of the engine.

Resource management

Resource manager has changed its API and gained some useful features that should save you some time.

request_texture now accepts only one argument - path to texture, second argument was used to pass TextureImportOptions. Import options now should be located in a separate options file. For example, you have a foo.jpg texture and you want to change its import options (compression, wrapping modes, mip maps, etc.). To do this you should create foo.jpg.options file in the same directory near your file with following content (each field is optional):

(
    minification_filter: LinearMipMapLinear,
    magnification_filter: Linear,
    s_wrap_mode: Repeat,
    t_wrap_mode: Repeat,
    anisotropy: 16,
    compression: NoCompression,
)

The engine will read this file when you'll call request_texture and it will apply the options on the first load. This file is not mandatory, you can always set global import defaults in resource manage by calling set_texture_import_options.

request_model have the same changes, there is only one argument and import options were moved to options file:

(
    material_search_options: RecursiveUp
)

Again, all fields aren't mandatory and the entire file can be omitted, global import defaults can be set by calling set_model_import_options.

Physics

Old physics was replaced with new scene nodes: RigidBody, Collider, Joint. Old scenes will be automatically converted on load, you should convert your scenes as soon as possible using the editor (open your scene and save it, that will do the conversion).

Now there are two ways of adding a rigid body to a scene node:

  • If you want your object to have a rigid body (for example a crate with box rigid body), your object must be child object of a rigid body. Graphically it can be represented like this:
- Rigid Body
  - Crate3DModel
  - Cuboid Collider     
  • If you want your object to have a rigid body that should move together with your object (to simulate hit boxes for example), then rigid body must be child object of your object. Additionally it should be marked as Kinematic, otherwise it will be affected by simulation (simply speaking it will fall on ground). Graphically it can be represented like this:
- Limb
  - Rigid Body
     - Capsule Collider

Migration

This section will help you to migrate to new physics.

Rigid bodies

Rigid body and colliders now can be created like so:

use fyrox_impl::{
    core::{algebra::Vector3, pool::Handle},
    scene::{
        base::BaseBuilder,
        collider::{ColliderBuilder, ColliderShape},
        node::Node,
        rigidbody::RigidBodyBuilder,
        transform::TransformBuilder,
        Scene,
    },
};

fn create_capsule_rigid_body(scene: &mut Scene) -> Handle<Node> {
    RigidBodyBuilder::new(
        BaseBuilder::new()
            .with_local_transform(
                // To position, rotate rigid body you should use engine's transform.
                TransformBuilder::new()
                    .with_local_position(Vector3::new(1.0, 2.0, 3.0))
                    .build(),
            )
            .with_children(&[
                // It is very important to add at least one child collider node, otherwise rigid
                // body will not do collision response.
                ColliderBuilder::new(
                    BaseBuilder::new().with_local_transform(
                        // Colliders can have relative position to their parent rigid bodies.
                        TransformBuilder::new()
                            .with_local_position(Vector3::new(0.0, 0.5, 0.0))
                            .build(),
                    ),
                )
                // Rest of properties can be set almost as before.
                .with_friction(0.2)
                .with_restitution(0.1)
                .with_shape(ColliderShape::capsule_y(0.5, 0.2))
                .build(&mut scene.graph),
            ]),
    )
    // Rest of properties can be set almost as before.
    .with_mass(2.0)
    .with_ang_damping(0.1)
    .with_lin_vel(Vector3::new(2.0, 1.0, 3.0))
    .with_ang_vel(Vector3::new(0.1, 0.1, 0.1))
    .build(&mut scene.graph)
}
Joints

Joints can be created in a similar way:

fn create_ball_joint(scene: &mut Scene) -> Handle<Node> {
    JointBuilder::new(BaseBuilder::new())
        .with_params(JointParams::BallJoint(BallJoint {
            local_anchor1: Vector3::new(1.0, 0.0, 0.0),
            local_anchor2: Vector3::new(-1.0, 0.0, 0.0),
            limits_local_axis1: Vector3::new(1.0, 0.0, 0.0),
            limits_local_axis2: Vector3::new(1.0, 0.0, 0.0),
            limits_enabled: true,
            limits_angle: 45.0,
        }))
        .with_body1(create_capsule_rigid_body(scene))
        .with_body2(create_capsule_rigid_body(scene))
        .build(&mut scene.graph)
}
Raycasting

Raycasting located in scene.graph.physics, there were almost no changes to it, except now it returns handles to scene nodes instead of raw collider handles.

Contact info

Contact info can now be queried from the collider node itself, via contacts() method.

fn query_contacts(collider: Handle<Node>, graph: &Graph) -> impl Iterator<Item = ContactPair> {
    graph[collider].as_collider().contacts(&graph.physics)
}