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Overload 1.5

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@adriengivry adriengivry released this 24 May 17:45
· 17 commits to main since this release
4664610

⚠️ This version introduces some breaking changes, primarily related to the standard shader. Previously, two "standard" shaders coexisted: Standard (Blinn-Phong) and StandardPBR (Physically-Based). The Blinn-Phong Standard shader has been removed and replaced with the Physically-Based one. Numerous visual improvements have been made, rendering the Blinn-Phong pipeline obsolete. The Lambert shader has also been removed.

Fixes

  • Fixed crash when no audio device is found (#413)
  • Updated FrameInfo to use last focused view (#417)
  • Fixed "Compile all shaders" button not working as expected (#495)
  • Fixed broken frustum culling in asset view (#497)
  • Fixed broken parallax mapping and shader cleanup (#510)
  • Fixed crash when trying to edit an asset after renaming it (#549)

Features

  • Added a UI render pass for materials (#408)
  • Added contextual menu to hierarchy panel background (#416)
  • Added double-click actions for all asset types in asset browser (#422)
  • Fully agnostic graphics backend implementation (#394)
  • Implemented a texture debugger editor panel (#401)
  • Added a proper theme selection setting (#430)
  • Added CPU, GPU, and memory profiling with Tracy (#439)
  • Reworked audio engine to use SoLoud instead of irrKlang (#452)
  • Added shader variant (multi-compile) system (#466)
  • Materials can now be dropped onto an actor (#484)
  • Improved gizmo scaling behaviour to better follow the mouse (#489)
  • Added support for HDR textures (#490)
  • Added buttons to select gizmo operations from the toolbar (#493)
  • Added skysphere & atmospheric scattering (#511, #518)
  • Added texture metadata options for horizontal and vertical wrap mode (#530)
  • Added distance fade and alpha dithering (#531)
  • Added shadow alpha clipping (#510)
  • Added a pass system to shaders, including shadow pass, picking pass, and outline pass (#544)
  • Reworked bloom implementation to be more physically-accurate and faster (#550)

Known Issues

  • Material generation from a model is broken (asset browser), trying to edit the material will result in a crash (#562)