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Releases: Broken-Gem-Studio/Broken-Engine

Broken Engine v1.0

04 Jun 21:39
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CHANGELOG v1.3.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes & Additions

  • Camera Component's Aspect Ratio, can be changed now no longer setting aspect ratio continuosly, fixing build problems with Aspect Ratio, making it look stretched
  • Fixed bug of objects outline conflicting with particles
  • Fixed bug of lights not working when inside a parent
  • ComponentText crash fix
  • Resources destroy and release fix (bug not destroying enemies fixed)
  • Can now specify fullscreen mode on build panel

Physics

  • Increased OverlapSphere Max Hits
  • Fixed crash on Character Controllers
  • Enable/Disable gravity on Character Controller Enable/Disable

Rendering, Shaders, Lighting & Materials

  • Toon shader and 2-colors outline (even through other meshes) implemented for materials
  • Bigger camera frustum with an offset to prevent shadows artifacts
  • Uniforms reset problems fixed

Scripting

  • Hotreloading does not overwrite values of variables now
  • Fail-safe on scripting module
  • Created FreezePosition and delete colliders scripting physics functions

CHANGELOG v1.2.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes & Additions

  • Changed save & load system: now instead of null-check we do a contain-check on json values (not on all of them, some need a null-check), in order to avoid random engine and build crashes
  • Reverted some Multithreading resource freeing to avoid crashes
  • Fixed crash on unloading certain scenes with planes
  • Fail-safe in some scripting functions

UI

  • UI Image and UI Buttons can be placed both in 3D and 2D space (without the need of a canvas), so we can fix UI move and stretch problems with screen sizes when making a build. A 3D UI element, respects the parents' transformations, acting like a game object. This means that fixed aspect-ratio mode can be unused to fix this positioning problem.

CHANGELOG v1.1.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes & Additions

  • Solved import assets null path crash
  • Aspect Ratio and screen size is fixed now for engine game builds (to fullscreen)
  • Added fixed Aspect Ratio mode in editor
  • Scripting (general) functions to get game pause and get/set game objects scale as well as another one to set/get UI Elements positions

Rendering, Lighting & Materials

  • Implemented Rim Light effect for materials
  • Light Shadows Frustum save/load fix (wasn't loading the frusutm planes)

Particles

  • Scale Over Time separated Axis implementation
  • AABBs Optimizations for particles culling and visual updates
  • Particles rotations affected by GObj global rotation (modifiable from editor!)
  • Particles can follow emitter now (and be affected by its orientation)
  • Particles can be now meshes :D (emitters will emmit meshes)

Physics

  • Disabled PhysX debugger & improved performance by using build-version libraries of PhysX

Animation

  • Solved bug of pause resetting animation
  • Normals now follow animated mesh

CHANGELOG v1.0.0

FINALLY, WE REACHED v1.0! This build is new enough and definitive enough so we can name it "v1". Thanks all the team :D

Big Change

  • Ported Engine from x86 to x64, solving all the memory-related problems and crashes. Now all the Broken Engine builds will be in x64 bits.

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes/Improvements

  • Ported Engine from x86 to x64, solving all the memory-related problems and crashes. Now all the Broken Engine builds will be in x64 bits.
  • Resource freeing done in multithreading, improving performance on freeing resources
  • Disabled PhysX debugger for release and build to increase Physics performance (now we will use only the needed dlls for physics, making it faster)

Particles

  • Particles AABB correction to improve performance on particles' camera culling (now cull is with each particle)

Rendering/Graphics

  • Implemented Geometry Shaders supports and added basis for Point Shadows
  • Fixed minor bug with shadowing transparent meshes
  • Textures and Materials are no longer loaded by default (meaning Engine won't load all resources at once at begining now, only the ones at current scene), highly decreasing VRAM used

UI

  • Scripting Function for UI to change UI Elements positions
  • Fixed crash on creating UI Buttons
  • UI Anchors implemented (except for Circular Bars UI Elements)

Animations

  • Fixed SetCurrentAnimationSpeed() scripting function

Broken Engine v0.6

15 May 16:34
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CHANGELOG v0.6.6

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes & Improvements

  • Prefab and Model files modified, they now use UID as object keys so there are no naming match problems
  • Autocomplete of a scripting function corrected
  • Fix on scripting loading default values

Physics

  • Fixed Collider not moving when Animation Bone attached

UI

  • Buttons Save/Load of callback function fixed

Particles

  • Implemented "play on awake" checkbox to set if a particle emitter has to start emission on play or not (false by default!)
  • Improved particles ordering to avoid better visual artifacts
  • Fixed particles crash on game object deletion

CHANGELOG v0.6.5

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

General Fixes

  • Enemies inmortality bug fixed (physics fix with CCT, but improtant enough to be a general fix)
  • Hotfix on texture rendering/loading: Some textures turned to completely white depending on camera's distance and movement (which probably meant that textures were unloaded or something). This hotfix is not properly tested, so it's not sure that the bug is completely fixed, however, it might.

Physics

  • Character Controllers activate/deactivate fix (bug after deleting GObj)
  • Character Controllers Save/Load fail-safe fix

Particles

  • Shadows & Lighting affection on materials & particles (and other settings, such as "only casting shadows", not affected by scene color...)
  • Particles Billboard activation/deactivation
  • Bug on Billboard rotations fixed (now billboarding should work as expected, including desired rotations to do according to the different billboarding types)
  • Face Culling to Face Cull particles or not
  • Particles Play delay bug solved
  • Particles Blending Bug fixed
  • Particles Collisions: They can now be deactivated, but is not 100% finished since the engine should be restarted for this work (and is not even tested, so I wouldn't put much trust in this)
  • Particles Ordering (visual) bug, pretty fixed (not at 100%, but it looks way better - changing billboarding type it can give still some problem)

Recast / AI

  • Scripting Function to find nearest point to a given point in NavMesh

UI

  • Minor fix on UI Images Fullscreen bug (now it will always get fullscreen if it has to)
  • Progress Bar Percentage bug fix

CHANGELOG v0.6.4

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

Particles

  • Now all particles are ordered together as a single map, which improves the visuals problems of the particles (but still are not 100% solved!)
  • Particles Billboarding can be activated/deactivated now from editor

UI

  • UI Animations Scripting functions to play an animation from scripting and to check if it has finished (see ModuleScripting.cpp)
  • Added UI Scripting functions to Autocomplete file, so they will be shown now in the autocomplete scripting feature
  • Interactable UI Element bool changeable from Scripting

CHANGELOG v0.6.3

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

UI

  • Save/Load of the fullscreen bool in UI Image (minor fix)
  • Implemented UI Animations (to UI Images, buttons and progress bars) and adapted to new UI code structure

CHANGELOG v0.6.2

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes should be loaded & working.
Is your engine now :)

UI

  • Solved Canvas Crash

Scripting

  • Added a function to get all the childs of a GameObject (immediate childs, meaning only its childs, not childs of childs!)

CHANGELOG v0.6.1

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • NavMesh unloading crash on Editor's Play/Stop Fixed

Rendering

  • Shadow Mapping Implemented:
    • One (and only one) directional light can be set as shadows source
    • Objects (meshes) can cast and receive (or not) shadows
    • Meshes can also be used only to cast shadows (not rendering)

Particles

  • Some fixes & small implementations (animations at random start frame & rotation at random start rotation) and editor changes

Scripting

  • New Animations Scripting functions to Pause/Resume and Stop an animation

UI

  • Color & Alpha of UI elements can be changed from scripting now
  • UI Elements can get the size of the fullscreen

CHANGELOG v0.6.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes & Additions

  • Scrollbar to Assets Explorer (Project Panel)
  • Console Auto-Scroll down
  • Name Specification on resource creation from project panel
  • Octrees fix + Static GObjs. load much more efficient
  • Added Rotation to Skybox

Scripting

  • Scripting Working regardless the .exe path (with relative paths)
  • Autocomplete file to use autocomplete from LUA Scripts
  • Fix on Script variables instantiation
  • Fixed animation SetSpeed() function so the animation is not restarted when changing it (animations)
    *Activate/Deactivate Character Controller from scripting (physics)
  • New bunch of (like a lot) scripting functions for materials to have full controll over them from scripting (materials) - Checkout the ModuleScripting.cpp and MaterialScripting.h in repository to know what they do and how to use them.

UI

  • New UI Workflow, now all UI Elements are UI Elements class. This fixes all problems with canvas and priorities.

Rendering & Materials

  • ScreenShader for Framebuffer fixed: Now the Game Builds will look like in the engine scene. This opens the gate for post-processing from ScreenShader.
  • Rendering Blending fully modifiable: Now all Particle Emitters and Materials can have an own Blending Function and Equation (for auto-blending), or it can be selected manually with the different blending mixes that OpenGL provides (with a button to a webpage to test with them). Also applicable to rendering to set up a general/default blending mode.
  • Scene Ambient color working per each scene (and not for all of them together)

Particles

  • Fixed Memory Leak on Particles
  • Fixed CurveEditor memory usage
  • Particle Emitter Area Draw
  • Particles following the emitter
  • Emitter Size Bug fixed

Broken Engine v0.5

27 Apr 15:01
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CHANGELOG v0.5.5.1

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • Editor Camera can be moved on Engine's Play State now

Particles

  • Horizontal & Vertical Billboarding Implemented
  • Save & Load fix
  • Offset Bug fix (when emitter was far from origin)

User Interface

  • Fixed bug with Progress Bars growing from center (they now grow from left to right)

CHANGELOG v0.5.5.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

Particles

  • SetColor() scripting particles function fixed (now yes, not in the previous build!)
  • Fixed Update Transform (now yes, not in the previous build!)
  • More Particles Scripting Functions Added (mostly on rotations, check the documentation)
  • Curves Editor For particles smoothing implemented

Audio

  • Interactive Music Support Implementation

Scripting

  • Lerp functions implemented for float, float2 and float3 values
  • Inverse Lerp function implemented for float values (you pass pos1, pos2, pos3 and returns time)

Skybox

  • Color Tint & Exposure modification for skybox

CHANGELOG v0.5.4.3

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • Fixed Flicker on Editor Camera when modifying materials
  • Prefabs: Now saving static & active bools (fixed issue related to) and a minor correction on save/load

User Interface

  • Fixed Canvas movement
  • Fixed Canvas issue which make UI Elements not to work if they were not a Canvas component instead of an object inside another Canvas object

Particles

  • SetColor() script particles function fixed
  • Fixed Update transform on particles

CHANGELOG v0.5.4.2

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

Audio

  • Now we can load more than one soundbank
  • Audio Minor Bugs Fixed
  • Audio Changing between Scenes bug fixed (now it stops on scene load)
  • SetVolume() Scripting Audio function fixed
  • Minor Fail Safe corrections on Audio Scripting

UI

  • Fix on UI Coloring (it wasn't affected by Gamma Correction, which make UI be darker, now it's fixed :D)
  • Fix on UI Priority
  • Due to changes on Canvas & UI Priority, the UI Usage is changed: Now you must create a Canvas (which holds the priority) and this one has to have the UI Elements desired as components

CHANGELOG v0.5.4

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • DeltaTime (dt) accumulating bug fixed
  • Instantiate (Scripting) bug fixed
  • Multiple-Selection Copy&Pasting of Transform Component fixed
  • Multi-Selection Delete Copy bug fixed
  • Deleting a GameObject on Scene bug fixed (crashed when selected GameObject)
  • Reverted Gimbal Fix (due to a problem with designers making workarounds with that bugs... We will fix it later and a bit better, as designers asked to in terms of rotations in editor)

Rendering

  • Partial Transparencies Implemented & Working
  • Alpha Blend Function selectable from Renderer Panel Window

Physics

  • RigidBody Transformation Update corrected

Particles

  • Rotation Over Time Implemented
  • Editor Visual Change on Particle Emitter
  • Particles Culling

Animations

  • Blend Time Save bug fixed
  • AABB now gets updated with the Deformable Mesh

Audio

  • Audio Changing between Scenes bug fixed (now all audio stops when with the scene load)

User Interface

  • UI Elements must be now inside a canvas to work
  • UI Elements move with the canvas movement
  • Fix on PreUpdate of ModuleGUI, which make nested UI Elements not to work (now they do! This was a problem when nesting UI Elements inside a canvas :D)

CHANGELOG v0.5.3

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • Implemented new build mode for engine in order to make builds without Optick Profiler. This means that new engine ("official") builds, won't have Optick no more (to not to impact performance), however, there is still the 'Release' build mode (as always), to make builds with Optick just in case we need to measure performance in a engine build.
  • The previous point should fix the issue/bug with deltatime (dt) not working properly (and therefore, the performance/framerate)

Particles

  • Implemented Particles Sprite animations (use it wisely!)
  • Implemented multiple particles gradients over time (with alpha values included)
  • Fixed offset when scaling particles (an issue there was)

CHANGELOG v0.5.2

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • SetRotation now works properly
  • Fixed Gimbal Lock in inspector
  • Button texture bug solved

CHANGELOG v0.5.1

General Fixes

  • NavMesh Bug (on tiling) Fixed
  • Uniforms Save/Load on Shaders fixed (now we can add water :D)
  • Objects Naming by type
  • Problem with timing (dt) fixed, now velocities should be re-adjusted, but dt works as it shoul
  • (minor) Debug draw window now isn't closed at selection
  • UI Images now can be colored
  • Button bug getting a texture that it hadn't, fixed

CHANGELOG v0.5.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

Scripting

  • Editor variables can now be divided between 'hidden_' and normal ones. The hidden ones will not be shown in the Engine Editor
  • Scripting variables in Editor are ordered alphabetically
  • Functionality to drag a GameObject into a scripting number variable (in the Editor) to get its UUID
  • Structural changes to audio scripting (avoiding crashes)
  • Function to find a child GameObject

UI

  • UI now use a UI-specific shader (text is included in this, which was using a text-specific shader, it now uses this UI one)

General/Build Fixes

  • Fixed issue when deleting objects on build (which fixes the bug when killing enemies on build)
  • Quick fix on Character Controller breaking game builds
  • Multithreading bug fix

General Changes

  • Profiler (Optick) implemented to measure engine and build performance (the user won't be able to chose what to measure, but by now, all modules, GameObjects and rendering can be seen measured in the profiler)
  • Profiler working with multithreading

BrokenEngine v0.4

06 Apr 15:44
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CHANGELOG v0.4.3.4

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

Scripting & Physics

  • Fixed Physics when loading scene & characters dying (with a Resume() function in timer)
  • Fixed rotate & setPosition scripting functions
  • Little changes on some scripting functions to avoid crashes or null-return

Audio

  • Fixed audio bug
  • Fixed scripting audio problem
  • Added & Corrected/Fixed Scripting functions

Lighting

  • Uncapped intensity value & Corrected parameters in editor of CompLight
  • Implemented scene ambient color
  • Scripting functions for lighting
  • Distance multiplier for light's distance affection

CHANGELOG v0.4.3.3

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

General Fixes

  • Solved SetPosition translating
  • Added SetLocalPosition to change the local position
  • Added IsActiveGameObject to check if GameObject is active

CHANGELOG v0.4.3.2

General Fixes

  • Solved Colliders setting on reference to its parent when instancing
  • Scripting Animation function to get animation's current frame
  • Scripting GameObject function to set scale
  • Solved transparencies problem due to blending activated before rendering meshes (actually, this is important: Engine has support for things with transparencies that have transparency at a 100% - this is, alpha = 0 - however, materials can have partial transparencies, they won't work totally as expected since there is no draw order yet, but there will be in a future version)

CHANGELOG v0.4.3.1

General Fixes

  • Solved flicker on instancing
  • Solved another problem of UI Elements resize & adjusted their Editor UI values (to smooth them)
  • Fix on crash when loading materials
  • Color Edits squares in Editor Color Components have now support for alpha! (an alpha bar :D)
  • Instantiate on Scripting fix
  • Audio bug solved
  • Failsafes on scripting functions & dead-ends fixes (just for security, crash-avoidance)

CHANGELOG v0.4.3.0

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

Engine Visual Style

  • Engine has a new look! We have made a stylistic change!

Engine General Functionalities

  • Fix on scenes load
  • Materials Save fix (it goes now by multithreading! :D)
  • New blending/transparencies system:
    • Now the color of a material can set its alpha (therefore, its transparency)
    • If an object has a texture, it will transparent its transparent parts
    • A material can now be transparent (alpha blended) or not (ambient color alpha to 1, though respecting the alpha of the albedo texture) ... And have culling or not
    • Transparencies also work in UI elements and particles
    • However, objects are still not ordered, so partial alphas might not work properly (but totally transparencies will, since they are discarded by shader :D)

Scripting & Debug

  • The game build is now debuggable! (see documentation!)
  • Fixes on scripting functions returning Lua_Tables
  • Vec3 & Structs support in Lua implemented
  • Quit/Pause scripting functions working now :D
  • Animation scripting functions getting Game Object's UUID now
  • Animation scripting function to get if the current animation of the passed game object has ended
  • Fixed scripting bug that made a script not to work until click
  • Fixed scripting function of game objects to get their parents (that returned the scene's root, now it works)

Audio

  • Engine Camera is, by default, an Audio Listener, so there's no need to make an Active Camera to hear sounds
  • Audio memLeaks fixes & bugs & working on game build

Skybox Implementation

  • Now there can be a skybox. By now is a bit hardcoded, the images used by default by the skybox must be substituted by the desired ones in order to work (we will implement a in-editor support to change this and a way to make the objects get the color/light of the skybox)

Physics

  • Made an offset on collider mesh

Particles System

  • Scale over time (and particles scaling, of course)
  • Alpha & Color over time (transparencies and color alpha will work :D)
  • Offset (from emitter) on position and rotation feature implemented
  • Fix on double active

UI System

  • Fix on UI Elements' size when scene resize
  • UI Elements editor values adjustments

Multiple Selection Functionalities

  • Visual scene feedback rectangle of selection (aabb marking the whole selection)
  • Script name in component title
  • Selection counter in hierarchy
  • Multi renaming
  • Multi active/inactive
  • Multi static/dynamic (edited feedback "edit child too" for bug purposes)
  • Multi layer changing
  • Focus object bug fixed
  • Visual scene feedback rectangle of selection

CHANGELOG v0.4.2.6

General Notes

All FBX should be exported from other programs (as 3Ds Max) in meters

When putting a scene, make its objects static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

If old scenes don't work, make sure you reload all! (You might have to delete all the .meta files created in the Assets folder and delete fully the Library folder, too)

Is your engine now :)

Physics

  • Hotfix of crash when stopping with a rigidbody

Scripting

  • Fixed RotateObject doing the same as SetRotation

CHANGELOG v0.4.2.5

Physics

  • Convex Collider Implemented with its save/load
  • Mesh Collider Implemented with its save/load

Scripting

  • Hotfix of a crash appearing when getting the UID of a GameObject with a nullptr script

Game Objects

  • Guizmo visual bug fixed
  • Guizmo bug that make an object (and the guizmo) to be sent to Cuenca, fixed
  • Transformation bug on transforming childs of objects fixed (still, please, don't rotate an object and its childs together selected since it can give a bit of trouble when rotating them... Won't crash and can be easily fixed, but it won't work as expected)
  • Game Objects reparenting fixed (now it can be done properly!)
  • Made a cube to mark visually a multiple selection
  • Guizmos can now transform a multiple selection and the guizmo will be properly placed

Build System

  • Fixed bug when making 2 build in a row
  • Improved system: now new folders created in the engine will be also be copied in the build folder

Engine General Functionalities

  • Fixed Scene loading/unloading bug (that make gameobjects to fail when loading)
    • This also fixed the bug that make buttons' functions to not to be saved
  • Fixed bug that make scripts not to work in a game's build
  • Fixed object outlining when selecting them
  • New project panel utilities
    • Now assets can be deleted from editor/engine (supr key when selected)
    • Recursive directory draw removed
  • Camera Focus Working again :D

CHANGELOG v0.4.2.0

General Notes

When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes won't work, so, make sure you reload all!

All FBX should be exported from other programs (as 3Ds Max) in meters

Is your engine now :)

Audio

  • Audio System fully implemented, with bugs and memLeaks fixed

Physics

  • Raycast functionality implemented
  • Scripting Functions for Raycasting (check documentation or ModuleScripting.cpp)
  • Colliders bugs fix

Engine General Functionalities

  • Mouse Picking & Selection Highlight Fixed
  • Headers Prunning for compilation performance

CHANGELOG v0.4.1.5

General Notes

When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Old scenes won't work, so, make sure you reload all!

All FBX should be exported from other programs (as 3Ds Max) in meters

Is your engine now :)

Navigation

  • Recast Implemented (now for real)
    • Navigation Map Creation with different zones (Bake & Clear NavMesh functionalities)
    • Meshes Divided into tilling parts processed with multithreading to make it faster
    • Scripting functions created (to retrieve paths, ...)

UI

  • UI Texturing now working properly after Play/Stop (Colors still don't!)
  • Buttons Colliders now get automatically the size and position of the button they are attached to and they are not moved with the screen resize
  • Screen Resize unblocked
  • Game Build is properly seen now
  • UI Elements now have a Priority value to set a rendering order

Engine General Functionalities

  • Game Objects drag&drop to script can be properly done now

CHANGELOG v0.4.1.0

General Notes

When putting a scene, make it static!!! It will improve performance...

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BrokenEngine v0.3.9.5

24 Mar 19:39
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CHANGELOG v0.3.9.5

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Engine Functionalities

  • Fixed Bug when changing scene and unloading scripts

CHANGELOG v0.3.9.4

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Engine Functionalities

  • Fixed Scene switch problem & scene loading problem with paths

CHANGELOG v0.3.9.3

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Scripting & Physics

  • Fixed Active/Deactive by UUID Scripting Function

CHANGELOG v0.3.9.2

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Physics

  • Fix on Colliders Activation
  • Fix on Colliders Sorting Layers

CHANGELOG v0.3.9

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Physics

  • Fix on colliders deletion
  • Added scripting functions for triggers

CHANGELOG v0.3.8.2

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Engine General Functionalities

  • Fixed Memleak and Crash on Loading Scene from scripting (and editor)
  • Added 3 very helpful & nice buttons on Engine Editor Toolbar inside the "Help" submenu tab

CHANGELOG v0.3.8

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Engine General Functionalities

  • Fixed Problem with HUD rendering order - now objects are ordered with the number in its name (and saved)
  • Scene Loading through scripting fixed

UI

  • Buttons Problem Fixed (Save/Load, Crash...)

CHANGELOG v0.3.7.2

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Physics & Scripting

  • Fixed GetLayerbyID() Physics Scripting Function
  • Added Physics Scripting functions requested, accessed with GObj UUID (Set Angular/Linear Velocity, Add Toreque...)
  • Fixed Particle Scripting Functions (Play() and Stop())
  • Fixed Particle Emitter loop-related bug
  • Added new Scripting functions for particles to access with GObjs UUID

CHANGELOG v0.3.7

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Physics

  • Colliders & Character Controller Activate/Unactivate Working
  • Colliders Fix
  • Trigger Update Fix

CHANGELOG v0.3.6

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Engine Functionalities

Non-Default Scenes Loading Now

Physics

Collision/Character Controller Fixes
Update on Character Controller
Added Scripting Functions for Character Controller

CHANGELOG v0.3.5

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

THIS BUILD IS THE SAME THAN THE v0.3.4 BUT WITH THE AUDIO SYSTEM ADDED
This is done this way because audio is not tested, so if there is any problem, v0.3.4 is the same build without audio.

Audio

*Audio System fully working

CHANGELOG v0.3.4

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Scripting

  • Fix on Scripting Functions (that stuff with UUID wasn't working)
  • Fix on Camera Scripting Functions, now there is a function for each plane of the frustum
  • Fix on Physics Scripting functions regarding character controllers

Character Controllers functions might not work as expected, that's why we added a function to get a value for each axis XYZ (for instance with position, an this works with all the Character Controller functions regarding 3D vectors)

CHANGELOG v0.3.3

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

Physics & Scripting

  • Scripting Functions for Character Controllers Added
  • Scripting Function to Collect colliders in a sphere implemented

CHANGELOG v0.3.2

NOTE: When putting a scene, make it static!!! It will improve performance! You can put an object to static and it will ask if all child objects have to be static too.

UI Elements

  • Circular Bar with Scripting function
  • Several Fixes (Play/stop, save/load...)

Multiple Selection (Engine)

  • Selection can be both on hierarchy and scene
  • Single -> mouse left click
  • Additive/Substractive -> mouse left click + CTRL
  • Multiple (weird on scene)-> mouse left click + SHIFT if there's at least one selected
  • Selected gameobjects can now:
    • Change parent to the dragged one (only from bot to top, weird bug)
    • Add same component
    • Copy values of one component into many objects with the same component (example: select many GObj, Add Collider Comp., Make it a box, Copy that component, paste it on all the selected Objects)
    • Delete same component
    • Be highlighted both scene and hierarchy
    • Be deleted at once

Engine Generals, Functionalities & Enhancements

  • Load time faster
  • Animations Save Fix
  • Particles Fix
  • Resources Fixes

Scripting

  • Particle Functions
  • Now many of the functions can be accessed through GObj UUID
  • Scripting functions of Trigger & Collision

Physics

  • Character Controller Implemented
  • Colliders Layering Implemented
  • Colliders Fixes
  • Scripting functions of Trigger & Collision

CHANGELOG v0.3.1

Sorry the inconveniance, but v0.3.0 changelog has been deleted :(

UI Elements

  • Some fixes (save/load, images getting texture size, crash on deleting buttons, buttons not working when stopping editor execution...)
  • Still colliders of buttons and rendering (with textures) not working properly

Animations

  • Animator fix

Scripting

  • Game Pause
  • Function getting if something is in the positive or negative side of the camera's frustum planes
  • Functions (UI mostly) to work with object's IDs

Particles

  • Texture Addition to Particles
  • Blending
  • Billboarding

Materials, Shaders & Lighting

  • Material System with 2 textures & Ambient Color edition
  • Lighting system featuring Directional, Point & Spot lights.
  • Shaders modification from editor implemented (not recommended to use, since lighting goes through Standard.glsl shader)

Engine Functionalities

  • Rendering Centralization & Shaders Redefinition through glsl files
  • Issues Fixed involving crashes and others (game objects & comps problems, ...)

Engine Enhancements

  • Icons for Resources

BrokenEngine v0.2.5

08 Mar 17:17
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Hotfix v0.2.1: fixed GameObjects with Collider and Rigidbody component not moving.
Hotfix v0.2.2: fixed scenes re-loading save file when hitting play, fixed camera FOV not saving/loading properly to scene.
Hotfix v0.2.3: fixed crash on exiting (in debug), deletable components, extended scripting functions (camera frustum position check, animation speed) and temporary fix on rigid bodies problem.
Hotfix v0.2.4: Fixed problems with physics & added scripting functions
Hotfix v0.2.5: New Camera function from scripting, changed scripting system (more ordered and with namespaces), updates on physics (now they work!), materials can now be changed & setted and fixed particles problems.