Flax Engine Update 1.5.6338

Another Flax update comes in! Flax 1.5 contains many new features like multiplayer support, gameplay framework, ImGui/DLSS plugins, Hierarchical Tags , and lots of other good stuff.

For this update together with our contributors, we’ve merged over 111 Pull Requests into Flax repositories. Thanks for your support!

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Feel free to discuss the update here :slight_smile:

Contributors: mafiesto4, realDLPS, mlavik1, iainmckay, Tryibion, Crawcik, cristhofermarques, RuanLucasGD, PrecisionRender, plemsoft, GoaLitiuM, Withaust, envision3d, Swiggies, pacyfist, W2Wizard

PRs merged: 111

Changelog:

  • Add scaling towards mouse position in Visject surface
  • Add hiding tooltip while dragging UI control
  • Add FlaxEngine project file generation for VS Code
  • Add DontCompress configuration to build tool
  • Add support for deserialization of deprecated properties in scripting types
  • Add sticky the content window search field so the search bars do not scroll with the content items
  • Add new editor icons for actors
  • Add performing layout when deleting actors and scrolling to duplicated/pasted actor when action is performed
  • Add custom game viewport sizing in Editor
  • Add scene panel to separate the tree from the search bar and made it not scroll when renaming
  • Add actor virtual functions OnDebugDraw/OnDebugDrawSelected/OnEnable/OnDisable to override in scripting
  • Add TypeNameEditor for editing typename reference as soft string value
  • Add game settings assets loading (not only objects)
  • Add Cook&Run and Run cooked game utilities to Game menu list for multilayer games testing
  • Add support for editing JsonAsset data at runtime (eg. modify game settings on the fly)
  • Add support for custom types/members attributes parsing in scripting bindings
  • Add support for custom Action Command in TaskGraph
  • Add support for DataContainer in scripting api bindings
  • Add support for custom icons for actors in ViewportIconsRenderer
  • Add play/pause widget and keybind for particles preview in asset Editor
  • Add custom Tags for scripting api types to be used by plugins
  • Add Left Click to submit text in textbox
  • Add SceneReference to C++ scripting API
  • Add AdditionalScenes to BuildSettings
  • Add ViewFlags::Sky for conditional sky/skybox rendering
  • Add DefaultValue support for scripting parameters
  • Add AfterGBufferPass and AfterForwardPass for custom PostFx location
  • Add Renderer::DrawActors for quick actors rendering in custom render passes
  • Add simplified collider for in-built primitive meshes
  • Add new UI for Drop Panels in Editor (bigger header, expandable arrow icon and guidance lines)
  • Add RenderBuffers::LinkedCustomBuffers to reuse main game viewport rendered state (eg. GI) in sub-rendered view
  • Add GPUContext::SetBlendFactor
  • Add SortOrder to drawable object types for transparency sorting override
  • Add support for StringAnsi in scripting api
  • Add NetworkTransform component
  • Add network stats API for transport layer
  • Add GBuffer textures to the C# scripting
  • Add Editor search fields usage on a single character query (instead of min 2 chars)
  • Add NetworkLagDriver for lag simulation over low-level network transport layer
  • Add support for different access level for scripting property functions
  • Add Layer and StaticFlags from parent actor after spawnign actor in Prefab Window
  • Add support for non-const ref parameters with conversion (eg. string or array) in scripting api function parameters
  • Add multi-threaded scene rendering with Job System
  • Add draw call sorting keys generation during draw calls collection (async)
  • Add WorldPosition to postfx material scene textures for world-space position sampling at uv
  • Add GPUDevice::CreateConstantBuffer for custom constants buffers usage
  • Add option to override Custom Editor for array of type
  • Add Tag and Tags for new tags system
  • Add FindActor/FindActors with Tag to Level
  • Add Tag to PhysicalMaterial for physical surfaces tagging
  • Add unit tests for scripting features
  • Add thirdparty files in the includes cache for build tool checks
  • Add more test cases for various scripting bindings features
  • Add bigger input value boxes to Visject Surface
  • Add UseAssetImportPathRelative to Editor options and use it by default to store imported asset path relative to the project folder
  • Add VS2022 support for building for UWP platform
  • Add navmesh update on terrain sculpt undo/redo
  • Add this to API_PARAM for static method extension of a type
  • Add defer to navmesh update when sculpting action ends to prevent stalls
  • Add support for editing path to the asset within AssetRefEditor
  • Add Procedural Texture Sampling material node (stochastic)
  • Add auto save reminder popup on Editor status bar
  • Add Color.FromRGBA
  • Add RandomStream to C#
  • Add RandomUtil.Rand method to C# and Visual Script for quick random float in range [0;1]
  • Add scripts compilation failed status to status bar in Editor
  • Add TargetCompiler to Flax.Build toolchains
  • Add centered the context menu that is created from clicking the add scripts button on an actor
  • Add C++ file includes cache serializartion to improve incremental build times
  • Add cancel button to search fields in Editor
  • Add hover begin and end event to button
  • Add preventing from spawning abstract Actor/Script type
  • Add RenderSetup and allow customizing it by gameplay and postfx
  • Add RenderingUpscaleLocation for customizing upscaler location in render pipeline
  • Add scripts dragging support to scene tree for reparenting
  • Add Render2D.DrawTexturedTriangles with index buffer
  • Add FlaxEngine.Object.FromUnmanagedPtr for native object raw pointer conversion to managed object
  • Add ScriptingTypeHandle support for scripting bindings as System.Type
  • Add WriteStructure/ReadStructure utilities for NetworkMessage
  • Add automatic network serializers generation for NetworkReplicated fields in C++ types
  • Add better location of renaming box for Actor/Folder tree node to start at the label for better UX
  • Add project-independent saved windows layouts (stored globally)
  • Add better organization to Content projects tree organization for better UX (game project first, ending project last)
  • Add Mono.Cecil to Flax.Build
  • Add profiler events for plugins init/deinit
  • Add GPU Memory profiler to Editor
  • Add ViewFlags::Sky for conditional sky/skybox rendering
  • Add pooled render targets naming for easier GPU memory usage debugging
  • Add SetResourceState and ForceRebindDescriptors to GPUContext for integration with external rendering libraries
  • Add support for CanRender in postFx to depend on specific render setup
  • Add GetNativePtr to GPUAdapter
  • Add changing mouse cursor to ibeam when editing text box
  • Add IsAnyButtonDown utility to Mouse and Gamepad
  • Add Normalized to Float2 and Vector2
  • Add support for using system-installed Vulkan SDK on Linux
  • Add FLAX_X_Y_OR_NEWER to game code defines
  • Add engine version defines to C++ game scripts
  • Add Canvas Scaler control for resolution-independent UI
  • Add dev-only name to spawned Particle System
  • Add support in GetScript to interface types
  • Add option for importing scale tracking to animation asset
  • Add BlurScaleWithSize to BlurPanel for resolution-independent blur
  • Add Actor Scale linking and unlinking in Properties window for uniform scaling (right-click)
  • Add MemoryUsage property to Asset for estimated CPU memory pressure
  • Add memory usage query for various asset types
  • Add Assets profiler to Editor
  • Add support for normal generation when using Assimp model importer
  • Add side mouse button shortcuts to the Content window
  • Add ability to drag maximized window in Editor
  • Add Animation Instance Data node to Anim Graph for caching value per-model
  • Add support for 32 bit indices for the terrain chunk geometry
  • Add JsonAsset.Save
  • Add updated transform Gizmos in Editor
  • Add better support for file dialogs on Linux
  • Add preferred LLVM linker over other linkers on Linux (faster link time)
  • Add serialization to PostProcessEffect fields and expose them in a sub-group in Editor
  • Add grouping for new assets creation in Content window
  • Add ContentContextMenu attribute for custom assets creation groupping
  • Add ActorContextMenu attribute for custom actors creation groupping
  • Add ActorToolbox attribute for actors grouping in Editor Toolbox
  • Add scroll bars and resiable window to materia;/shader source code viewer
  • Add a new way for actor context menus creation (via ActorContextMenu attribute)
  • Add to not close the child context menu on click in Editor
  • Add Shift key for skeleton mask editor to affect children bones on click
  • Add KeyDown and KeyUp events to TextBoxBase
  • Add value boxes hiding cursor and returning it to its position when done
  • Add caching transform snapping enables and values for main Editor viewport
  • Add visual cursor changes when sliding value box or resizing docked window
  • Add cursor change for moving the property splitter
  • Add support for importing WAV files that contain extra format bytes in fmt header
  • Add support for MSBuild in preview version Visual Studio in build scripts
  • Add better items placement in Editor content view
  • Add support for imported LOD meshes using _ character (eg. mesh LOD_1)
  • Add aiProcess_SortByPType to Assimp importer to reduce artifacts from multi-geometry types imports
  • Add rename on left click outside the Editor renaming popup
  • Add float3 scaling to triplanar texture node
  • Add improvements for Editor Gizmo draw order
  • Add running Tests on Windows in Github Actions CI
  • Add improvement for drag&drop tooltip hiding on operation start
  • Add improvement for normal maps detection when importing FBX model files
  • Add DDS files import time improvements if already compressed
  • Add faster scroll speed to feel less sluggish in Editor
  • Refactor GetNonTerminatedText into GetText in StringView
  • Refactor raw data ReadSttream and WriteStream to have easier to use API with more features
  • Refactor Actor tags into hierarchical reusable Tags system for better gameplay scripting
  • Refactor material shaders to use separate constant buffer (slot 1) for shared per-view constants
  • Refactor scene rendering to separate drawable actors
  • Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags/EnumHasNoneFlags
  • Refactor scene rendering to use batched culling for main view and shadow projections
  • Refactor ObjectsRemovalService to skip double-buffering due to issues and complexity
  • Refactor PostProcessEffect to support C++ scripting
  • UWP (Windows Store) platform has been deprecated and soon will be removed
  • Remove double click to rename content item
  • Remove GPUResourcesCollection and use GPUDevice instead to simplify code
  • Remove old RT1_FloatRGB and RT2_FloatRGB in favor pooled render targets
  • Rename property GetElementsCount to ElementsCount in C# GPUBufferDescription
  • Rename DepthTestEnable to DepthEnable in Graphics PSO to match actual logic
  • Reduce Render Targets Pool flushing frequency to prevent memory popping
  • Update DefaultLensDirt and DefaultLensStarburst texturs to reduce GPU memory usage
  • Upgrade GPU limits to support 16k textures
  • Change the default for script members order to declaration
  • Optimize Editor camera previews updating performance
  • Optimize Depth Of Field effect usage of GPU memory
  • Optimize BoundingFrustum::Intersects(BoundingSphere)
  • Optimize Global SDF cascades updates intervals (max 1 cascade per frame)
  • Optimize Global SDF performance on CPU when scene is mostly static
  • Optimize GPUBuffer on D3D11 to not stall CPU on reading staging readback buffer
  • Optimize various debug views performance
  • Optimize GPU Resource name to prevent memory allocs when changing name frequently
  • Fix context menu and tooltips on Linux to be more stable
  • Fix dragging timeline ending edge with a mouse cursor
  • Fix math node size
  • Fix potential rare issues with material shader constants containing invalid data
  • Fix Flipbook material node bug when frames X was different than Y
  • Fix missing game scripts types when starting editor from IDE with -skipCompile arg
  • Fix for Anchor drop down UI closing in Editor
  • Fix textbox defocus on edit end
  • Fix comparison operators on object reference types
  • Fix the additional layers in the matrix when there is less than 4 layers in the layers and tags settings
  • Fix missing TraceMode blending in PostFx volume for SSR settings
  • Fix child menu arrow image to accommodate for the scroll bar showing when the amount of items exceeds the max
  • Fix DPI query on Linux to handle value from KDE Plasma
  • Fix process creation on Linux to prevent deadlock when reading process output pipe
  • Fix centered window and message box locations on Linux (multi-monitor desktop)
  • Fix LinuxFileSystemWatcher not working in sub-directories
  • Fix running VC+±project build commands with Rider on Linux
  • Fix compiler warnings with Clang 15 or later
  • Fix error when joining exited threads
  • Fix Mesh data downloading to support not yet streamed vertex/index data gather
  • Fix linking against C#-only modules
  • Fix rendering with custom feature-set
  • Fix null String serialization over network via C# API
  • Fix first property name letter to uppercase in Editor properties panel
  • Fix temporal anti-aliasing to provide better quality output
  • Fix OnSceneUnloaded event to contain valid scene object
  • Fix GetNativePtr on Vulkan
  • Fix leftover UI control state when it gets disabled/hidden/reparented
  • Fix imported shader source last char value to prevent strange diffs in Version Control Systems
  • Fix Intellisense issues with Visual Studio Code
  • Fix native scripting interface method override in managed scripts on Clang-platforms
  • Fix ScriptingObject::FromInterface to return object if the pointer is already valid object
  • Fix recursive binary modules usage in scripting
  • Fix reading type inheritance in bindings generation with comment at the end
  • Fix Visject surface input box color for missing connection type but with type hint
  • Fix Audio Source stop/play pait to properly restart streamed audio clips
  • Fix missing output clear when reading text array in OpenFBX
  • Fix position of child context menus when having to open left in Editor
  • Fix typo fix in Graphics Settings, from ‘Uee HDR Probes’ to ‘Use HDR Probes’
  • Fix displaying Game and Editor plugins to be batched in Editor
  • Fix invalid NetworkMessage usage in C++
  • Fix various aspects of the prefab editor window interface
  • Fix when sliding the cursor slowly to a screen edge, mouse get flipped to the other screen edge and come back again (only on Windows)
  • Fix mouse get cursor flipping (some sliders that use mouse tracking also update the frame of mouse flip, causing a wrong slide delta)
  • Fix using dependency module from nested referenced build in C#
  • Fix custom animation clip frames range import to properly treat frame indices
  • Fix bug with Screen.CursorVisible set in script OnStart
  • Fix audio clips streaming to be thread-safe when audio sources play
  • Fix asset registry issues when starting Editor on Windows with uppercase path if the cached was lowercase path
  • Fix dragging maximized dock window in Editor to restore size
  • Fix issue with ParticleEffect properties editor when no asset is selected
  • Fix VS Code cpp include paths in generated project files
  • Fix compressing on Linux /Mac (when zip package is not installed)
  • Fix FlaxEngine.CSharp library file referencing
  • Fix Global SDF rasterization when loading scene
  • Fix incorrect skybox cubemap caching dirty interval
  • Fix overlapping VC++ and CSharp projects in Visual Studio solution
  • Fix custom json asset usage for game settings if loaded before game scripting module is loaded
  • Fix comparison operator on Array and BitArray
  • Fix threading issues with GPU buffers mapping
  • Fix default value in viewport options
  • Fix xcopy path on Windows in Flax.Build
  • Fix missing scripting and serialization extensions for SceneReference usage in scripts
  • Fix particle module initialization if it reuses graph from other module
  • Fix ribbon particles triangle indices ordering to prevent artifacts
  • Fix bug in DownloadMeshData to properly access data during Finished event
  • Fix editor values comparison in properties panel to match serializer rules
  • Fix Audio Settings not applying doppler factor on play mode start in Editor
  • Fix to ignore warning due to missing NDA consoles packages
  • Fix Up Direction default value for Character Controller
  • Fix using Center property on Character Controller
  • Fix GPU Limits to be clamped to the compile-time limits
  • Fix `Set Type button on UI Control to be centered
  • Fix sub-context menu child popup still being open when parent context menu gets focused again by the user
  • Fix missing virtual C++ function override in C# if the thunk points to vtable index at offset=0
  • Fix VisualStudioInstance.GetInstances() to be sorted from newest to oldest
  • Fix helper mouse button up event on drag drop end on Windows
  • Fix passing reference types back to the native code from scripting event
  • Fix assertion on thread double-free from registry
  • Fix invalid Math::RoundUpToPowerOf2
  • Fix issues when passing new unit tests with edge cases of scripting bindigns usage
  • Fix crash when returning bool value in overriden scripting method
  • Fix crash in SSAO when using very low render resolution
  • Fix crash when unboxing integer value type from managed callback via generated bindings
  • Fix crash when using material in PostFx global graphics settings (asset loaded before GPU init)
  • Fix crash on shutdown due to custom JsonAsset C++ instance
  • Fix crash on root motion extraction if source animation has no valid root node animated
  • Fix crash when unbinding from Delegate from other thread during invocation
  • Fix crash when shader cache file is empty
  • Fix crash in content storage crash due to file seek operation failure
  • Fix cash in input actions/axis lookups to due to use of StringView
  • Fix crash when copying empty span of data into DataContainer
  • Fix crash when presenting task which swap chain is not ready
  • Fix crash on exit due to remaining DefautlInstance objects
4 Likes

Amazing work, everybody! :hugs:

Lots of QoL improvements!

2 Likes