| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | 2025-04-17 | 23.2 kB | |
| Update 1.10.6705 source code.tar.gz | 2025-04-17 | 10.9 MB | |
| Update 1.10.6705 source code.zip | 2025-04-17 | 13.9 MB | |
| Totals: 3 Items | 24.9 MB | 0 | |
Blog post: https://flaxengine.com/blog/flax-1-10-released/
Release notes: https://docs.flaxengine.com/manual/release-notes/1_10/index.html
Discussion: https://forum.flaxengine.com/t/flax-engine-update-1-10/2184
Changelog:
- Add new Bloom rendering (wider and more realistic)
- Add smooth shadows blending between directional light cascades (via Graphics settings)
- Add displaying asset failed text if it occurs
- Add
SystemNameandSystemVersiontoPlatformAPI - Add
Script::IsEnabledInHierarchy - Add utility operators for
LayersMaskbit operations - Add
HighestSetBitandLowestSetBitutilities - Add logging CPU name on Windows
- Add
DriverVersiontoGPUAdapterfor checking on old GPU drivers - Add
GPUTexture::DownloadDatato C# - Add profiler zone for native library loading
- Add leaderboards support to Online interface
- Add Visject per-node custom search and use it for Multi Blend nodes to filter animations used
- Add
Base Modelto Animation Window to preview animation via a different base skeleton with retargetting - Add
AutoAttachDebugPreviewActoroption to editor for quick debugging anim graphs on dynamically spawned player - Add
Edit GUIoption to Game Window - Add absolute snapping option to transform gizmo
- Add rubber band select to scene editor viewport for selecting multiple actors
- Add using
c:in search filtering to find control types - Add showing
No parameterstext when no parameters to be displayed in Preview tab - Add better selection bounds for multi axis transform gizmo
- Add search operator tooltip to scene tree search bar
- Add option to quickly create box, sphere, convex or triangle mesh collider for the selected static model
- Add improvement to script compilation failed warning to be a bit nicer
- Add visual feedback on ranged value slider knob hover
- Add wait on asset load when accessing material parameter values directly
- Add safety check to exit game in Release mode when running with graphics debugger attached
- Add
GPUVertexLayoutto graphics backends - Add support for up to 4 texture channels when importing meshes
- Add support for vertex colors for skinned models
- Add option to copy/paste skeleton retargetting between models
- Add progress indicator in editor for assets loading
- Add optional direction option to context menu
- Add editor windows to quick actions via Content Finder tool
- Add debug commands to Output Log window in Editor
- Add
GetFieldsandGetMethodsto binary module api - Add
ToSpanforMemoryWriteStreamand simplify code with it - Add content deprecation system that auto-saves assets in Editor that use old data format
- Add network keys table to optimize ids and names sending over network
- Add object replication data cache and send via
Reliablechannel to reduce data transfer - Add
Quaternionquantization for network stream - Add
Task::WaitAllwith a span of tasks and wrap around profiler macro - Add
SystemNameandSystemVersiontoPlatformapi - Add
SlicetoSpanand use it to make code cleaner - Add
PixelFormatSamplerutility to quick read/write operations on various data formats - Add support for up to
65536skeleton bones in skinned meshes - Add mesh vertex layout and GPU memory size display in model window
- Add total mesh vertex stride display in editor panel
- Add content deprecation system that auto-saves assets in Editor that use old data format
- Add content deprecation upgrades support to prefabs and scenes when loading levels in Editor
- Add serialization of game settings for proper upgrade when loading deprecated data
- Add logging first scene asset id in cooked game
- Add engine fatal error types handling
- Add general out-of-memory handling
- Add improved GPU crashes reporting
- Add safety memory buffer for crash or out of memory handling
- Add logging memory usage by external apps on crash
- Add Program Size Memory and Extra Development Memory access and log on start
- Add
Engine::ReportCrashevent for custom crash reporting or handling - Add named terrain layers
- Add warning when used param is being deleted in surface graph
- Add
ButtonAttributeto display methods in editor properties panel - Add support for curves in C++ scripting api
- Add displaying whole curve in properties panel upon show
- Add adding keyframes to curve on double-click
- Add zooming in curve editor relative to the mouse cursor and adapt to curve size
- Add splitter bar for resizing curve editor inside properties panel
- Add
Fkey shortcut to show whole curve in editor view - Add
Alignmentoption to Vertical and Horizontal Panels - Add being able to obfuscate text in a text box with a character
- Add support for Vector3, Float3, Double3, and Quaternion mutliselect value changing
- Add support for multi-control editing
- Add support for .NET 9 SDK and runtime
- Add C++ version and compiler path into VS Code project files
- Add handling C++ curly brace field default values for code gen to C#
- Add support for C++ trailing return C# generation
- Add hanglind nameless C++ function argument support for C# generation
- Add multi-line string literal parsing inside custom api code injection blocks
- Add scrolling to the new script after adding it
- Add .aab bundling for Android
- Add Android emulation options to Game Cooker
- Add Android devices listing and quick deploy/log tools
- Add invert options for texture imports for Red, Blue, and Alpha channels
- Add re-enabled scale center gizmo
- Add improved debug message on incorrect ray direction length
- Add support for creating Json Assets in editor out of structure type
- Add nested prefabs editing buttons inside Prefab Window
- Add UI Mode switch to Prefab Window
- Add
ControlReferencefor easier UI referencing in code - Add double-click customization for Scene Tree nodes (focus, rename, open prefab)
- Add context to object reference control to narrow finding actors and scripts (for prefab editing)
- Add game plugin template
- Add
DebugDraw.DrawCapsuleand deprecateDrawTube - Add support for searching actors and scripts by interface
- Add audio volume and muted in game panel tab rmb menu
- Add
Actor.Clonefor actors duplication at runtime (including scripts and children) - Add
Double4x4for higher precision matrices operations - Add
GPUResourceUsage.Stagingfor both CPU read/write access - Add
Shift HSVandColor Blendmaterial nodes - Add new triplanar node to materials for normal maps sampling
- Add option for local-space triplanar mapping
- Add warnings on incorrect
GPUBufferorGPUTextureusage when binding toGPUContext(in non-release builds) - Add warning if wrong type while setting material/animation parameter
- Add import path UI and button to open folder in asset import settings
- Add runtime input mapping helpers
- Add support for displaying
Multiple Valuesinfo to object reference pickers - Add double clicking an object reference in a prefab to select the object within the prefab
- Add RMB menu entry to show item in Content Window if there is a search
- Add anchor and pivot drawing for UI Gizmo
- Add grey-out color for read only textbox
- Add a confirmation dialog for editors when the reset button is clicked
- Add
No parametersUI to particle effect and animated model - Add debug draw clear to game and editor panel (if in use)
- Add drag drop to
FilePathEditor - Add
rootparameter toLevel.GetScripts - Add rotate position shape as particle module
- Add snapping to grid with Ctrl key when moving keyframes in curve
- Add focus selection to curve editor and apply margin around shown curve section
- Add caching and restoring curve height in properties panel
- Add Debug Log and Output Log color customization
- Add SIMD support for
rapidjsonwhen processingjsondata - Add improved AndroidNdk detection to handle versions folder in env var location and fallback to automatic
- Add debug draw clear method
- Add blend space drawing in Multi Blend 2D editor
- Add stencil support in PSO on DX11
- Add the option to ignore specific warnings during build of C# scripts
- Add check and warn user if asset is being moved between the content to source folders
- Add preserving existing Model Prefab objects when reimporting asset
- Add reloading existing scene if opened again
- Add maintaining vehicle wheels ordered in properties when sorting an invalid list
- Add cache to asset references graph for faster displaying data
- Add button in GameCooker window to open output build folder
- Add disabling add script item if it is not being added to a required actor
- Add gravity to
CharacterController::AddMovementfor proper movement when using Root Motion - Add getter for WheeledVehicle throttle
- Add more scripting templates
- Add hotkey for parent to new actor (
Ctrl+G) - Add highlight when actor reference is single clicked
- Add
Filemenu option to open game project folder - Add improved delete assets confirm dialog
- Add a hint to the Output Log if there are no messages shown because of filters
- Add invalidating build rules assembly when files added, moved or renamed
- Add hiding unrelated properties in Material properties for Decal, PostFX or GUI materials
- Add expanded play mode game window focus options by a focus back option
- Add missing particle parameters overrides when duplicating emitter track
- Add
Vector3.SignedAngleutility method - Add option to reverse winding order of imported model
- Add renaming surface comments with F2 key
- Add support for
Quaternionin GPU particles graph - Add support for using
API_TYPEDEFmacro onusingtypedefs - Add support for using template type inside
MarshalAstag value - Add grey out gizmo in Editor during play mode when editing static actor
- Add XCode version parsing
- Optimize terrain debug shape drawing by caching lines into a vertex buffer
- Optimize network transform replication
- Optimize NavMesh to not allocate tile memory twice and add safelock to asset data
- Optimize blend weights to use 8-bit per bone (instead of 16-bit)
- Update
Microsoft.VisualStudio.Setup.Configuration.Interop.dllfrom3.4.2244to the latest3.11.2177 - Update
rapidjsonto latest version - Update engine core collection types code
- Update code signing to support sign with identity on Windows
- Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data
- Refactor
Nullable<T> - Refactor UI Control initialization to keep layout locked while loading hierarchy
- Refactor
DictionaryandHashSetto use shared base class - Refactor and improve collections code
- Refactor
Globalsexit/error state to be inEngineclass - Refactor Multi Blend animations sampling length to fix blend spaces with anims of different length
- Refactor models and meshes to share more code in a base class
- Refactor read and write data stream api to use the newest format
- Rename Vertex Shader input semantic of
BLENDWEIGHTtoBLENDWEIGHTS - Remove deprecated asset data upgrades and old model vertex structures
- Remove pixels sampling from
TextureTool(moved to the newPixelFormatSampler) - Refactor Bezier splines drawing and editing to property evaluate value and match curve evaluation
- Refactor models and meshes to share more code in a base class
- Simplify capacity presetting for Dictionary to handle memory slack scale internally as users care about items count only
- Fix log file spam and limit size to 1GB
- Fix CanvasScaler's minResolution and resolution curve to the minimum amount
- Fix scroll bars when using negative content area (eg. curve editor)
- Fix game UI root control to properly raycast over 3D canvases
- Fix showing splash screen window when running Editor in headless mode
- Fix actors grouping to make shared parent at the cenetr of the group
- Fix collecting referenced asses from
Animationasset - Fix
Quaternionerror tolerance to be more reasonable due to math optimization enabled in compiler - Fix scene tree menu options being enabled when not supposed to be
- Fix curve editor showing whole curve in a view
- Fix curve editor zoom to be relative to the curve size
- Fix curve editor panning to be stable
- Fix logging missing ref duplicates
- Fix drawing editor primitives later in the pipeline to draw gizmos on top of world-space canvas
- Fix incorrect dummy GPU Buffer format when binding missing resource to Vulkan descriptor
- Fix C++
Vector3::Angleto return value in degrees just like C# API (instead of radians) - Fix
Platform::GetCacheLineSizeto be deprecated in favor of existingCPUInfo.CacheLineSize - Fix editor tables rows coloring to start with darker one
- Fix missing casting from scalar Variant types to Enum
- Fix proper handling of
Scripting.InvokeOnUpdateif called within that callback - Fix pasting or duplicating Multi Blend nodes
- Fix Visject Surface search to check nested surfaces (such as State Machine graphs)
- Fix root animation in blend spaces when one of the animations doesn't use root motion but animated root node channel
- Fix raw scripting object pointers auto-serialization
- Fix locked Properties window after scene change
- Fix object reference dropdown icon to be hidden for
ReadOnlyreferences - Fix scale gizmo to correctly do two axes
- Fix issue with re-loading scene and toolstip not updating
- Fix collection removal option to be disabled when marked with attribute option
- Fix importing last frame from animations to correctly loop
- Fix spatial and non-spatial, mono and multi-channel audio sourcs playback on OpenAL
- Fix audio artifacts when importing 32-bit IEE
wavfiles - Fix game-build version of
DebugDrawfor C# but without xml docs - Fix displaying double vectors in Visject constant fields
- Fix particle sim shader compilation warning on Vulkan
- Fix shadows sampling error in shader due to incorrect sampler used
- Fix incorrect scene object memory leak printing if some objects are destroyed during game plugin shutdown
- Fix UI Controls layout auto-resizing to always use pivot-relative logic
- Fix custom GUI material writing depth when it's not needed
- Fix text box shift not working when selection start is at the text length
- Fix Rich Text Box ascender usage in line breaks for correct images placement
- Fix set order in parent for spawning actor with a parent in editor
- Fix exception in object editor does not show inner exception
- Fix new messages being cut off in Debug Log
- Fix actor adding context menu in the scene tree
- Fix Windows detection to use correct system version it was build for (eg. Win10 or Win7)
- Fix parsing floating point values with
.separator instead of, - Fix mouse cursor when opening state in animation state machine
- Fix asset reference window showing temp assets
- Fix scripts reload to auto-save any modified assets in editor windows
- Fix showing Content Search window to properly use context window
- Fix collision proxy not updating on sequential mesh changes
- Fix incorrect result array memory copy from native to managed code
- Fix scripting AssemblyLoadContext not getting unloaded
- Fix new terrain debug drawing of collision lines
- Fix shadow maps rendering regression bug
- Fix LOD Preview regression due to new instancing logic
- Fix missing material instance load failure when parameters load fails
- Fix actor reference select in prefab editor
- Fix
LOG_FLUSHto flush only when automatic mode is disabled - Fix parsing nested template types in scripting type inheritance
- Fix
TypeUtils.GetTypeNamefor nested generic types - Fix
Versionmarshaling as parameter - Fix packaging issues to properly read asset data after it's serialized with a new format
- Fix output log window to properly handle copy and other input events
- Fix context menu to resize instead of flash when showing while already visible
- Fix
LoadAssetTaskto properly dereference asset loading task pointer when asset init fails - Fix scale not being applied to physics center
- Fix duplicated newlines on Github Action output on Windows
- Fix output log scroll reset on new log entries addition bug
- Fix game deployment if output name contains invalid path characters
- Fix project files generation to skip unsupported platforms/architectures in referenced targets
- Fix duplicate root node values changed handler bug on the
BehaviorKnowledgeEditor - Fix
ComputeShapeSqrDistanceToPointon PhysX with Large Worlds - Fix
MUtils::GetClassforFloat2 - Fix passing object reference as out parameter in scripting method invoke
- Fix NetworkManager not resetting LastUpdateTime
- Fix stencil usage in Vulkan
- Fix blend states and blend factor usage on Vulkan
- Fix rotation of UI size handles
- Fix UI Control anchors to clamp between
0and1 - Fix
.exebeing deleted when using theRun cooked buildoption - Fix Android build on .NET 9 and use DotNet version that is found by build tool path
- Fix
Edit Prefabbutton no longer change Content window folder - Fix UI Editor Gizmo to select control with raycast-first for more precise usage
- Fix editor orthographic viewport in top or bottom view
- Fix typo for error message when trying to load a project file that does not exist
- Fix various asset windows shutdown when editor is disposing during crash
- Fix content item text scale with content view scale
- Fix editor error in Actor node
IsActivefails - Fix new colider transform when using
Add collideroption - Fix perlin and simplex noises to return normalized value to range 0-1
- Fix showing whole curve if its empty
- Fix curve editor scroll bars to be hidden when not enabled
- Fix curve tangents reset on drag start
- Fix curve tangent handles to maintain size relative to the current view scale
- Fix curve tangent colors to match editor style
- Fix curve tangents editing to have stable movement no matter the view scale
- Fix float precision issue when drawing curve or timeline time axes
- Fix capturing empty project icon when Editor viewport was never rendered
- Fix selection still showing when text box is not focused
- Fix
Platform::GetCacheLineSizeto be deprecated in favor ofCPUInfo - Fix spline node to support prefab editor
- Fix
RenderToTextureControlto render correctly when using different texture size than control size - Fix sprite and texture 9-slice rendering brush to properly calculate border size
- Fix scene tree selection for dropped actors that are reparented
- Fix
SnapToGridto skip when grid component is0 - Fix anim graph state transition title to auto-fit
- Fix .NET SDK detection when only the runtime is installed
- Fix missing C#-only project configurations when platform SDK is missing
- Fix not defined localized strings to use fallback instead of empty text
- Fix incorrect motion vectors for material that uses position offset
- Fix rare crash while debugging scripting unload
- Fix error when no valid .NET SDKs were found
- Fix error in LocalizationSettingsEditor after adding new locales
- Fix playing mono audio sounds with panning
- Fix Visject gradient stops to update graph only on sliding end
- Fix error in XML docs processing
- Fix memory leak in Video player on Windows
- Fix memory leak in particle buffers recycling
- Fix triplanar texture mapping when using Large Worlds
- Fix
DebugDraw.DrawWireArcwith Large Worlds enabled - Fix large worlds rendering of meshes
- Fix editor grid gizmo when using Large Worlds
- Fix actor hierarchy initialization when it gets modified by a script on the fly
- Fix missing masked terrain rendering
- Fix game viewport size to not include DPI scale (screen-space uses it)
- Fix text clipping behind the button in Behavior Knowledge Selector editor
- Fix selected spline points to be drawn relative to the view for greater readability
- Fix failing Windows Test CI if
FlaxTests.exefails - Fix scripting bindings codegen for
SoftTypeReferenceandSceneReference - Fix .NET runtime and SDK compilation issues with newer runtime
- Fix C# projects not compiling in VS with native code plugins present
- Fix code project files generation to properly handle path slashes and ignore binary modules without exports
- Fix Visual Studio solution nested project names on Unix systems
- Fix collision cooking for skinned models that use different vertex format
- Fix incorrect prefab serialization to correctly handle diff on object references to prefab objects
- Fix error when applying prefab changes with missing (deleted) nested prefabs
- Fix objects creation to ensure managed object ctor is always executed
- Fix HRTF audio to be disabled due to common audio problems
- Fix shaders parsing to skip comments in between special macros
- Fix vertical axis and blend points center in Multi Blend space editor
- Fix
ForwardandBackwardinMatrixandMatrix3x3 - Fix Collection value containers to use correct value assignment
- Fix invisible Game window on play start when it was hidden
- Fix parsing scripting type inheritance with generics
- Fix potential exception in UIControlEditor by checking if value is valid
- Fix crash in CPU profiler on conversion to
ulong - Fix crash in animations system when assets gets loading/unloaded while async jobs are active
- Fix crash in particles system when assets gets loading/unloaded while async jobs are active
- Fix crash in OpenAL audio backend on context rebuild
- Fix crash on leftover UI Canvas linked in Prefab window after reload
- Fix crash on incorrect light shadow state after shadowmap resizing failure
- Fix crash due to alive reference to old asset validator
- Fix crash while initializing OpenAL
- Fix crash when curve zoom was too high
- Fix crash when boxing native non-POD structure into managed data
- Fix crash when reading object value from
BehaviorKnowledgeSelector - Fix crash when setting C# property of value-type from native code
- Fix crash when spline actor gets removed
- Fix crash when applying prefab with missing scripts in use
- Fix crash when importing fbx model with convex polygon with duplicated vertices
- Fix crash when using physics overlap tests with Collider outputs that catch Terrain
- Fix crash on Vulkan when binding dummy buffer as missing uniform buffer
- Fix crash on incorrect MultiBlend2D triangles memory
- Fix crash when using different values in various math nodes in Visject
- Fix crash when loading cloth that has different paint data size than mesh
- Fix crash when importing large audio file
- Fix crash when cooking game without game settings asset
- Fix crash when using audio playback and playing editor meanwhile
- Fix crash when using anim graph asset after it's reloaded (after editing)
- Fix crash on shadows when using D3D10
- Fix crash when using
ref structreflection in managed api