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README.md 2025-04-17 23.2 kB
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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 SystemName and SystemVersion to Platform API
  • Add Script::IsEnabledInHierarchy
  • Add utility operators for LayersMask bit operations
  • Add HighestSetBit and LowestSetBit utilities
  • Add logging CPU name on Windows
  • Add DriverVersion to GPUAdapter for checking on old GPU drivers
  • Add GPUTexture::DownloadData to 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 Model to Animation Window to preview animation via a different base skeleton with retargetting
  • Add AutoAttachDebugPreviewActor option to editor for quick debugging anim graphs on dynamically spawned player
  • Add Edit GUI option 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 parameters text 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 GPUVertexLayout to 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 GetFields and GetMethods to binary module api
  • Add ToSpan for MemoryWriteStream and 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 Reliable channel to reduce data transfer
  • Add Quaternion quantization for network stream
  • Add Task::WaitAll with a span of tasks and wrap around profiler macro
  • Add SystemName and SystemVersion to Platform api
  • Add Slice to Span and use it to make code cleaner
  • Add PixelFormatSampler utility to quick read/write operations on various data formats
  • Add support for up to 65536 skeleton 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::ReportCrash event for custom crash reporting or handling
  • Add named terrain layers
  • Add warning when used param is being deleted in surface graph
  • Add ButtonAttribute to 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 F key shortcut to show whole curve in editor view
  • Add Alignment option 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 ControlReference for 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.DrawCapsule and deprecate DrawTube
  • Add support for searching actors and scripts by interface
  • Add audio volume and muted in game panel tab rmb menu
  • Add Actor.Clone for actors duplication at runtime (including scripts and children)
  • Add Double4x4 for higher precision matrices operations
  • Add GPUResourceUsage.Staging for both CPU read/write access
  • Add Shift HSV and Color Blend material nodes
  • Add new triplanar node to materials for normal maps sampling
  • Add option for local-space triplanar mapping
  • Add warnings on incorrect GPUBuffer or GPUTexture usage when binding to GPUContext (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 Values info 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 parameters UI to particle effect and animated model
  • Add debug draw clear to game and editor panel (if in use)
  • Add drag drop to FilePathEditor
  • Add root parameter to Level.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 rapidjson when processing json data
  • 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::AddMovement for 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 File menu 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.SignedAngle utility method
  • Add option to reverse winding order of imported model
  • Add renaming surface comments with F2 key
  • Add support for Quaternion in GPU particles graph
  • Add support for using API_TYPEDEF macro on using typedefs
  • Add support for using template type inside MarshalAs tag 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.dll from 3.4.2244 to the latest 3.11.2177
  • Update rapidjson to 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 Dictionary and HashSet to use shared base class
  • Refactor and improve collections code
  • Refactor Globals exit/error state to be in Engine class
  • 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 ofBLENDWEIGHT to BLENDWEIGHTS
  • Remove deprecated asset data upgrades and old model vertex structures
  • Remove pixels sampling from TextureTool (moved to the new PixelFormatSampler)
  • 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 Animation asset
  • Fix Quaternion error 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::Angle to return value in degrees just like C# API (instead of radians)
  • Fix Platform::GetCacheLineSize to be deprecated in favor of existing CPUInfo.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.InvokeOnUpdate if 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 ReadOnly references
  • 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 wav files
  • Fix game-build version of DebugDraw for 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_FLUSH to flush only when automatic mode is disabled
  • Fix parsing nested template types in scripting type inheritance
  • Fix TypeUtils.GetTypeName for nested generic types
  • Fix Version marshaling 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 LoadAssetTask to 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 ComputeShapeSqrDistanceToPoint on PhysX with Large Worlds
  • Fix MUtils::GetClass for Float2
  • 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 0 and 1
  • Fix .exe being deleted when using the Run cooked build option
  • Fix Android build on .NET 9 and use DotNet version that is found by build tool path
  • Fix Edit Prefab button 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 IsActive fails
  • Fix new colider transform when using Add collider option
  • 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::GetCacheLineSize to be deprecated in favor of CPUInfo
  • Fix spline node to support prefab editor
  • Fix RenderToTextureControl to 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 SnapToGrid to skip when grid component is 0
  • 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.DrawWireArc with 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.exe fails
  • Fix scripting bindings codegen for SoftTypeReference and SceneReference
  • 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 Forward and Backward in Matrix and Matrix3x3
  • 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 struct reflection in managed api
Source: README.md, updated 2025-04-17