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Broken Engine v1.0

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@lucho1 lucho1 released this 04 Jun 21:39
· 22 commits to development since this release
e13efc2

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