| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | 2024-10-17 | 24.0 kB | |
| Update 1.9.6605 source code.tar.gz | 2024-10-17 | 10.8 MB | |
| Update 1.9.6605 source code.zip | 2024-10-17 | 13.8 MB | |
| Totals: 3 Items | 24.6 MB | 0 | |
Blog post: https://flaxengine.com/blog/flax-1-9-released/
Release notes: https://docs.flaxengine.com/manual/release-notes/1_9/index.html
Discussion: https://forum.flaxengine.com/t/flax-engine-update-1-9/1902
Changelog:
- Add view playback support
- Add shader cache invalidation when using debug shader option via cmd line in Editor
- Add frustum culling for editor preview camera mesh
- Add support for Windows on ARM
- Add
JobSystem::Dispatchthat accepts dependent jobs that needs to be completed before - Add improved Global SDF tracing when going over different cascades
- Add improved Global Surface Atlas lighting at far cascades and cascade borders
- Add more precise Global SDF raycasting nearby geometry (at cost of performance)
- Add improved Global SDF sampling at empty areas
- Add option to sample Global SDF from higher cascade
- Add nearby probes search to fill cells with missing GI data
- Add random per-probe rotation for rays tracing in DDGI
- Add option for smooth DDGI cascades blending
- Add smoother DDGI probe relocation when old position is visible from new position
- Add improved DDGI cascade selection by using biased world position and smooth the transition
- Add
Graphics::SpreadWorkloadto disable graphics workloads amortization over several frames when debugging graphics perf - Add
SetStablePowerStatefor D3D12 when doing shaders profiling - Add
WinPixEventRuntimefor D3D12 to provide GPU profiler event names - Add
timeBeginPeriod(1)onWin32platforms to improve timer precision - Add support for custom deprecation messages in bindings generator
- Add utility
Packing.hlslshader for colors and vectors packing - Add SpawnParticles utility to Particle Effect
- Add variable rate update for shadow maps atlas based on distance to light
- Add
stencilValuefor stencil buffer clearing - Add shadows caching for static geometry
- Add reducing shadows quality for smaller local lights
- Add better stability to Cascaded Shadow Maps projection
- Add new Static Flag
Shadowfor cached shadow maps - Add constant buffers alignment for data structures (16-byte boundaries)
- Add
InvalidateShadowfor manual shadow cache refresh - Add
ShadowsResolutionfor manually specified shadowmap resolution for lights - Add
METERS_TO_UNITSand impl metric units in shadows rendering - Add
GlobalSDFDistanceto graphics settings for default GlobalSDF range - Add video texture formats
YUY2andNV12 - Add additional
StaticFlagsCompareto Render View for dynamic or static only drawing - Add grey out to obsolete/deprecated members in properties panel
- Add support for custom file proxies in Editor
- Add support for cooking raw files referenced by assets
- Add
FilePathEditorcustom editor for path-based editing asset/url refs with a file picker - Add support for using
InputActioneditor onstringvariable - Add
WindowsMinVerconfig for minimum target Windows version switch - Add Model SDF baking on GPU via Compute Shader
- Add option to SDF generation via GPU in Model Window
- Add half-texel margin to SDF around the mesh
- Add async SDF generation for all meshes in the scene
- Add improved Model SDF generation with sampling offset and min distance accumulation
- Add caching Model SDF options in the project cache
- Add increased by 1 mip sdf texture resolution for GlobalSDF building
- Add D3D11 shaders naming for profiling
- Add
IsDebugToolAttachedto GPUDevice for detecting gpu debugger tools attached and auto-enable GPU profiler in that case - Add option to disable particles preview in scene view and play only looping effects
- Add alternative Rectangle function names for naming consistency
- Add support for log context and logging missing objects container info
- Add support for Windows SDK build 26100 (24H2)
- Add support for injecting scene children on scene loading
- Add new infinite grid rendering in Editor
- Add saving debug log collapse state
- Add Edit Prefab button for selected actor
- Add selecting all assets and scripts that are dropped in the tree panel
- Add separate import settings as new tab in texture window
- Add displaying file extension for scripts in content finder to distinguish C++ files
- Add more functionality and thumbnail to content items in finder for scripts
- Add utility
GetInstancemethod to Json Asset refs in C# - Add assertions for checking against un-normalized direction vectors
- Add reordering lists and Visject parameters
- Add Editor update event
- Add type display to empty object ref in editor
- Add slot spacing to uniform grid panel
- Add displaying asset picker type
- Add cutting of content items
- Add ability to rename multiple actors using scene hierarchy
- Add improved Visject search and filter
- Add improved UX for disabled boxes in Visject
- Add improved context menu search filtering in Visject
- Add improved comment renaming and visual fix
- Add connection curvature option to Visject
- Add impulse/execution lines slightly thicker than data ones in Visject
- Add minor QoL change for moving reroute nodes in Visject
- Add new material nodes: Cone, Cycle, Linear, Radial, Ring gradients
- Add spawning parameter setter node when holding Alt` during drag and drop
- Add storing Debug Log view options in Editor options
- Add generated marshallers into separate
Interopnamespace - Add new Radial Menu control
- Add a warning when there is more than one audio listener enabled
- Add default audio listener to newly created scenes
- Add being able to * Add a thumbnail to a
SpawnableJsonProxy - Add color picker option to accept changes on dismissal
- Add option for enabling enhanced determinism in Physics
- Add Lightmap UV material node
- Add text alignment options to Button
- Add support for customizing
Dropdownpopup visuals - Add smooth light brightness fade out at last 10% of
ViewDistance(if used) - Add
MaterialInstance.ResetParameters - Add
TextFormat,SelectedItemChanged, and text alignment options to Dropdown - Add
Graphics.ShadowUpdateRateto control global shadows atlas update rate - Add Git cloning plugin project inside Git repo as submodule
- Add clearing render target pool textures to pink during in Debug builds
- Add
IndirectLightingIntensitytoSkyfor GI intensity control - Add Contrast Adaptive Sharpening (CAS) filter pass
- Add improved default value detection for scripting object references in bindings generator
- Add improved material instance setup on model import with base material
- Add improved
FormatBytesCountto print large sizes in more detailed way - Add copy/paste for material instance parameters via context menu on
Parametersgroup header - Add more
movevalue operation for various code places for better performance - Add support for using C# stdlib api in Visual Scripts
- Add more contextual log printing on missing object/asset reference
- Add
Transfrom.AlignRotationToNormalAndSnapToGrid,Vector3.SnapToGrid - Add ability to edit position curve in timeline with a gizmo in a viewport
- Add custom grid snapping value for translation
- Add software raytraced reflections to transparent material that have both GI and SSR enabled
- Add better engine responsiveness when not focused by ticking platform more frequently
- Add grid gizmo to prefab scene
- Add enlarging debug point of current blend value in Multi blend nodes in Anim Graph window
- Add options menu to json assets
- Add cleaning up modules from target files when deleted
- Add saving collection element groups
- Add copy/paste context actions to the sprite properties panel
- Add preserving local changes to model prefab objects when reimporting
- Add resizing foliage paint gizmo with shift scroll
- Add physics and lights debug drawing in prefabs when enabled
- Add check for not having right mouse button down for changing terrain gizmo sizes
- Add additional Actor virtual methods to C# and Visual Scripting to override
- Add attributes support for dotnet interop for methods, fields and properties
- Add automatic heightmap files removal on Editor shutdown for deleted terrains
- Add navigation focus support to
AssetPickercontrol - Add caching scroll values for actors in Properties window
- Add creating particle systems from particle emitters via context menu
- Add creating anim graph from skinned model via context menu
- Add prefab root actor option picking
- Add grid snapping option to Visject Surface editor
- Add option to reconstruct Z channel when importing OpenGL normal maps
- Add option to flip imported texture over X axis
- Add option to keep aspect ratio of texture when resizing
- Add
UpdateFlagstoISceneRenderingListener::UpdateActorfor more contextual control over dirtying actors state in renderer data - Add
NetworkReplicationNode::SetObjectto customize object replication settings at runtime - Add initial AGX tonemapping implementation
- Add widget UI root control type or canvas
- Add tooltip and description inside Visual Script finder menu
- Add bindings for handling
MAXC++ defines in enums and converting them to C# - Add
Invert Mouse Y-axisoption to input options in Editor - Add handling
.fin C++ values by bindings generator - Add code gen for FixedAllocation arrays to generate Collection attribute with allocation count
- Add using
nameoffor adding new Modules to build targets - Add
NetworkReplicator::MapObjectIdfor networked object identifies mapping - Add
OrthographicSizeto Camera for fixed ortho projection size - Add disabling decals from effecting editor camera model
- Add material instance override options to be in setting button
- Add generic
CSharpProxyand Empty C# template - Add opening file proxy via shell on Windows in Editor as fallback
- Add Shift+End and PageUp/PageDown for
TextBoxBase - Add
ControlChildSizeoption to disable auto resizing child controls in UI panel - Add Background Brush to the control for more styling
- Add caching review model in Animation window
- Add
Foliage.RemoveAllInstancesto clear all instances of foliage - Add gamepad buttons to Axis Config
- Add actor type and script type to search filters (
a:for actors ands:for scripts, eg.a:SkyLight, s:TestingMovement, MainLight) - Add improved anim slot blending between animation in the same slot
- Add picking the longest animation from the imported file instead of the first one as default
- Add
CHECK_DEBUGand use it over overASSERTin normalized direction checks - Add requesting engine exit event. Expose Fatal error and requesting exit it to C#
- Optimize world matrix storage for drawable objects to use
Matrix3x4instead of full matrix - Optimize decals rendering
- Optimize depth pass rendering to batch simple materials together
- Optimize env probes data storage in renderer
- Optimize local lights sphere mesh rendering to match the area better
- Optimize
BoundingSphere.Intersectsto be inlined by the compiler - Optimize
FileReadStreamseeking if new position is within the cached buffer - Optimize draw calls batching sorting with Merge Sort
- Optimize win32 filesystem access via static buffer or unlimited path len
- Optimize Windows Development builds to use SSE2 by default on Windows and use SSE4.1 when targeting Windows 11
- Optimize
StaticModeldraw into SDF and SurfaceAtlas if SDF texture is unused - Optimize
SceneObjectsFactory::SetupPrefabInstanceswhen loading large scenes - Optimize
SceneObjectsFactory::SynchronizeNewPrefabInstanceswhen loading large scenes - Optimize Global SDF drawing with async job system
- Optimize Global SDF to use 8-bit storage (50% less memory usage)
- Optimize Global Surface Atlas drawing when atlas is full
- Optimize Global Surface Atlas defragmenting to just reset tiles, not whole objects list
- Optimize Global Surface Atlas setup and objects buffer writing to be async
- Optimize Global Surface Atlas objects culling with shared thread group pre-cull
- Optimize GPU memory usage in Editor when viewport is inactive
- Optimize and refactor DDGI to use linear
attentionper-probe to dynamically control ray count and blend speed - Optimize DDGI probes border pixels to be copied within probe update, rather than via separate dispatch
- Optimize draw calls sorting and objects buffer building to be async
- Optimize new rectangle packing to use binary search for faster inserting
- Optimize wait signal in Job System to wake waiting threads only when job batch ends
- Optimize
DynamicTypedBufferandDynamicStructuredBufferto use GPU-memory for commonly used single-frame uploads - Refactor DDGI probe relocation algorithm to have smoother and more precise placement
- Refactor draw calls rendering to use single objects buffer and better materials batching
- Refactor
RectPackinto newRectPackNodeandRectPackAtlasthat uses more optimized memory allocations - Refactor
SortOrderto useint8instead ofint16due to performance reasons (more efficient sort keys packing in rendering) - Refactor
Buttonto inherit fromLabeland get all of its functionalities - Refactor
WindowsFileSystemWatcherto properly handle file modifications - Refactor Audio Backend to support single listener only
- Refactor
Asset::GetReferencesto support file path references - Refactor shadows rendering to use Shadow Map Atlas
- Rename
ShadowSamplerPCFtoShadowSamplerLinear - Reimplement cascaded shadow maps blending via dithering (optimized shader)
- Update GDK to
230305and supportv143MSVC toolset - Update
VulkanMemoryAllocatorto version3.1.0 - Update Assimp to
v5.4.1 - Update
meshoptimizerto versionv0.21 - Update OpenFBX to the latest version
Jun 22, 2024(* Add new triangulation) - Update various third party dependencies
- Fix various FBX importing issues (new triangulation, better format support)
- Fix drop down image on scripts to be hidden if no objects are in the group
- Fix xml tooltips processing to ignore excessive whitespaces
- Fix thumb of scrollbar not showing up until dragged by user
- Fix
Convert to Parameterto check if can perform action - Fix playing from first scene with invalid asset id
- Fix project cache in editor to use invariant culture when converting numbers
- Fix game build when using some missing debug draw methods
- Fix editor play state exceptions into errors to prevent locking editor state
- Fix
SliderControlnot being unfocused on value change - Fix header height when using HeaderAttribute with multiline label
- Fix TAA jittering when rendering UI in world after TAA resolve
- Fix a few edge cases for cursor showing/not showing
- Fix progress bar normalized percentage drawing
- Fix tree nodes culling when using search in scene tree
- Fix UICanvas controls to update when cavnas skips input events
- Fix UI control borders not tinting
- Fix missing layout performing of splitter panel once splitter is done being dragged
- Fix asset to be soft when transformation is nan or inf
- Fix text wrapping to wrap only on underscores and not other special characters
- Fix timer queries reset before use on Vulkan
- Fix terrain SDF thickness to be fixed at
300units - Fix terrain rasterization into Global SDF to less blocky
- Fix Global SDF sampling in materials to properly read far cascades
- Fix Global SDF mip sampling artifacts on edges of distance limit
- Fix DDGI probes scrolling to properly handle bigger scroll deltas
- Fix single-frame DDGI black artifacts when Global Surface Atlas got defragmented
- Fix Global Surface Atlas flickering in scenes with lots of objects
- Fix missing GPU events when using shaders profiling/debugging or graphics dev tools are enabled
- Fix D3D11 to properly issue instanced draws even if instance count is
1 - Fix D3D11 to properly flush CB/SRVs when bindings new shaders after CB/SRV was set
- Fix
HashSetadding item via move operation - Fix playing 6-channel audio with XAudio2 backend
- Fix
MIN_int32compilation on the latest Clang - Fix model thumbnail for very large assets
- Fix Global Surface Atlas defragmentation flicker when atlas it nearly full
- Fix GlobalSDF for meshes intersections for negative distances inside the geometry
- Fix GPU Tasks queue to be executed on frame start, rather than end
- Fix
GPUTexture::GetDatato properly handle volume textures - Fix texture copy into staging one on DX12 and Vulkan
- Fix missing DirectX resources naming in Development builds for profiling
- Fix SSAO flickering artifacts in cooked game (disable depth mips usage)
- Fix Model SDF texture streaming to properly mark highest loaded mip as resident
- Fix generating project files for VSCode on Mac without .NET x64 SDK installed
- Fix statically linked binary modules not getting compiled
- Fix the profiler charts in place and only scroll profiler info
- Fix prefab actor buttons to be invisible in Prefab Window
- Fix Variant getters returning already freed managed handles
- Fix
Delegateinvoke to copy arguments values to each call instead of passing as reference - Fix
World Triplanar Texturenode to support displacement and float4 value - Fix missing debug draw from prefabs
- Fix terrain modes to not be visible if no terrain panel is showing
- Fix incorrect zoom in viewport if shift key is clicked and window is not focused
- Fix not needed anymore zero clamping from HingeJointDrive in Editor
- Fix surface parameters sorting alphabetically only if script member order is set to
Alphabetical - Fix
VectorIsNormalizedchecks to use larger epsilon - Fix undo-redo for
JsonAssetReferencein Editor - Fix
ConvertMouseToRayfor orthographic projection - Fix drawing physics colliders in debug view mode
- Fix Content Finder input action binding in Output Log
- Fix editor viewport mouse control bug when using
Altkey - Fix editor log spam by rebuilding layout when Custom Editor throws exception on update
- Fix network profiler to properly calculate network usage statistics per second
- Fix animated model parameters to be hidden on end play
- Fix leftover bindings for
InputEventandInputAxisevents on dispose - Fix progress bar lerp jumping when first initialized
- Fix foliage shadows rendering when using cull distance
- Fix spline length calculations bug
- Fix SpriteRender all parameters override
- Fix terrain rendering to use the same LOD for main view and shadow passes
- Fix texture streaming reallocation task to ignore not-resident mips
- Fix Multi Blend 2D animation indices outside the blend space
- Fix missing parameters metadata on nested material layers
- Fix turbulence module in GPU particles far away from world origin
- Fix Flipbook node bug
- Fix Pre-Skinned Normal and Position when accessed in Pixel Shader
- Fix missing integer and double math node implementation in Visject
- Fix using
Tagas key of serialized dictionary in cooked build - Fix Visject parameter values restore after script is saved in editor by using original value diff
- Fix GPU particles issues with Global SDF far away from scene geometry
- Fix DDGI probes debug when using very large amount of probes
- Fix directional lights shadows jittering when using TAA
- Fix profiler window tabs layout for charts
- Fix draw calls sorting to favor distance over geometry and material
- Fix GlobalSDF tracing artifacts in reflections by using occlusion bias relative to each cascade voxel size
- Fix border placement in
Dropdowncontrol - Fix importing compressed textures with
DirectXTexwith resizing - Fix bug with missing baked SDF data on save when asset data chunk memory was freed by GC
- Fix interface bindings clashing namespace and class name if class has same name as namespace
- Fix properties editor labels positioning
- Fix sprite group name to be updated when sprite name is changed
- Fix
BehaviorTreeMoveToNodewhen goal location changes every frame by less than tolerance - Fix audio state for non-streaming audio
- Fix
HRTFaudio on start in cooked game if disabled in settings - Fix C# structures memory packing to match C++ better
- Fix custom 2D clipping mask to properly inherit parent container clip mask
- Fix
HasBorderandBorderThicknessfor Rich Text Box - Fix
Labelauto sizing to be relative to pivot and sync layout when editing - Fix Linux platform
CreateProcessnot working with whitespace in path - Fix
Input::AxisValueChangedevent to properly handle value changes when using keyboard - Fix incorrect network RPC sending when target client ids list is provided but is empty
- Fix lightmap uvs density view to handle
scale in lightmapand outline non-static objects - Fix
NetworkLagDriverhaving wrongChannelTypeandLength - Fix realtime environment probes updating
- Fix missing scenes saving when entering play mode in full game mode
- Fix
TextBoxcaret and selection when using text alignment options - Fix
RichTextBoxselection bug when using style tags - Fix navigation focus path in
UIControltransform editor - Fix game crashes due to scene objects C# instances removal on
EndPlaybefore all game logic ends - Fix freeing managed Object references in marshalled arrays
- Fix graphical glitches in Vulkan backend with AMD GPUs
- Fix error when previewing animation timeline values after reimport
- Fix mesh collider not inverting correctly due to negative scale
- Fix Invariant culture for unknown LCID
- Fix layers array editing to block resizing it
- Fix Translate/Rotate/Scale/TransformSpace hotkeys to be ignored when holding RMB
- Fix warnings about upcoming C# reserved keywords
- Fix deserializing clipboard content in Custom Editor paste checks to avoid safety issues
- Fix
CharacterController::SimpleMovegravity displacement handling - Fix missing CCD detection flag in pair flags to properly handle physics simulation
- Fix vehicles simulation instability when physics substepping is enabled
- Fix redundant first tab on floating window to be removed
- Fix unpacking marshaled field value
- Fix various issues related to fbx files importing (better triangulation)
- Fix incorrect
JsonAssetReference<T>serialization - Fix not being able to drag a window tab all of the way to the right
- Fix
Quaternion.FromDirectiongiving bogus output when fed a perfect down vector - Fix
IsActuallyPlayingSthto be deprecated and (addIsActuallyPlayingtoAudioSource) - Fix crash in CharacterController to not process hits against removed actors
- Fix crash in gpu memory profiler if resource name is missing
- Fix crash when loading large scenes in async by using
UnsafeAccessorto initialize scripting object interop fields - Fix crash in D3D12 when constant buffer was binded but not updated before the draw
- Fix crash in particle emitter load
- Fix crash in build tool when generating project files with incorrect target setup
- Fix crash in editor when opening Visual Script that uses array of visual script references
- Fix crash in audio clip if it's still streaming after unload
- Fix crash in
Level.GetScenewhen index is invalid - Fix crash on exit when GPU async task failed
- Fix crash when trying to import unsupported EXR-file
- Fix crash when removing Visual Script asset that's instance is selected in Properties window
- Fix crash when showing shader source that is empty
- Fix crash when using content search in Visject surface
- Fix crash when drawing particle effect where one of the emitter assets is not yet loaded
- Fix crash when using and saving scene with Visual Script object instance which asset was deleted
- Fix crash when reading invalid data from file
- Fix crash in Colliders when
PhysicsMaterialasset is reloaded in editor