Releases: turanszkij/WickedEngine
Releases · turanszkij/WickedEngine
v0.71.422
Changelog since last release:
- DX12, Vulkan resource aliasing, GPU memory usage improvements
- parallax occlusion mapping is now supported for decals
- added Screen Space Global Illumination (SSGI)
- added trail renderer
- loading screen and async loading tasks can be set up from Lua scripts
- PaintIntoTexture can be done from Lua scripts
- Editor:
- improved terrain customization: props, materials
- added content browser window
- other fixes and improvements
Update: added new build with some fixes and improvements: 0.71.431
v0.71.392
Changelog since last release:
- fix for sound instance begin and length setting
- physics: fix for kinematic activation and deactivation after rigidbody was created
- added raytest that is optimized for simple occlusion check
- added simple fatness and head size controls for ragdolls
- fixed issue with terrain saving that was introduced in previous release
v0.71.385
Changelog since last release:
- Added Vertex Ambient Occlusion (Vertex AO)
- Ray traced shadows changed to full resolution
- Voxel GI: removed low resolution resolve mode
- Added lightshafts, lens flares and volumetric clouds to path tracing
- Added transparency map texture slot to materials that can be used for a secondary transparency texture
- Added voxel-based 3D path finding and line of sight occlusion testing
- Editor: camera preview render for selected camera, and path finding testing mode
- optimizations, fixes
v0.71.354
Changelog since last release:
- fixes for motion blur pop-in artifacts on terrain
- improved temporal AA for materials using wind
- rain effect "head blocker" to avoid rain droplets under and very close to camera
- vertex buffer quantization: reduced GPU memory usage of vertex buffers
- emitted particle system feature: take color from mesh (particles will take their color accoring to where they are spawned on the mesh surface)
- editor: physics impulse improvement will be applied at more accurate position on rigid body instead of center of mass
- editor: paint tool now works correctly for textures that use tiling
- editor: open standalone image, sound and video files
- other fixes and improvements
v0.71.338
Changelog since last release:
- enabled path tracing depth stencil effects for vulkan
- fonts and sprites can be added to the scene
- added ocean water foam effect
- added rain weather effect
- added ragdoll physics
- water ripples can use embedded asset, also fixes missing water ripples in Steam build
- many new lua script bindings
- many fixes
- editor:
- create humanoid rig from armature with naming convention
- grab physics rigid bodies and ragdolls with left mouse button while nothing is selected
- shoot physics rigid bodies and ragdolls with an impulse by pressing left mouse while "P" key is held down
- improvements for importing VRM 1.0 models
v0.71.312
Changelog since last release:
- fix in capsule collision detection by @MortimerSnerd
- mouse delta position fox for Linux by @dpalais
- optimizations for integrated GPU resource loading
- foreground object rendering (useful for FPS weapon)
- fixes for AMD GPUs
- font rendering quality improvements
- scripting updates, many new scripting functions
- audio fix: loop can be disabled when audio stopped playing
- enabled particle rendering in planar reflections
- water rendering improvements:
- underwater fog is now based on distance to water plane instead of depth difference
- refraction separation quality improvement
- ocean underwater improvement
- refraction fix when looking up from underwater
- editor:
- fix for armature reset pose button
- added new sphere mesh creation
v0.71.285
Changelog since last release:
0.71.285:
- initial support for PlayStation 5 platform
- Environment probe updates:
- probes can be exported into DDS texture files with Editor
- probes can be imported from DDS texture files with Editor
- probe resolution can be set per probe (they are no longer in cubemap array, but separate cubemaps)
- improved probe filtering
- Tonemap type can be now selected (Reinhard/ACES). Default is ACES as before
- weather: exposure will also affect static sky (previously only dynamic sky was affected)
- textures can be exported into DDS files from c++
- Editor: added support for
EXT_lights_image_based
GLTF extension (imports environment map from GLTF file as sky)
v0.71.272:
Changelog since last release:
0.71.255:
- added capsule/point and capsule/sphere intersection functions to lua bindings
- character controller: fade out whole character when camera gets inside it
- temporal AA frame reset fix (fixes startup crash on Vulkan when temporal AA is enabled)
- fixed flickering grass issue on AMD graphics cards
- physics fix: rigid bodies that are attached to parent will be detached at beginning of physics simulation
- added support for 16-bit PNG loading and writing
- terrain heightmap modifier will work with 16-bit PNG
- editor:
- terrain heightmap export will create 16-bit PNG to avoid major precision loss compared to 8-bit PNG
- added depth of field refocus hotkey to the editor: Press C and click anywhere where you want to focus the camera (takes effect when camera aperture size is greater than zero and depth of field is enabled)
- added dummy visualizers to editor: display a female or male dummy anywhere in the scene easily, this makes it easier to get a sense of scaling for objects. Access this from the top menu toolbar. The dummies are scaled like characters imported from Vroid studio.
0.71.272:
- added support for Xbox Series X and S consoles
- fixes for handling paths with unicode characters
- fixes for AMD GPUs
- Vulkan stability improvements (by @brakhane )
- support for precompiled LUA scripts, greatly improves performance of script components in the scene
- HDRi image import will be converted to lower precision float for memory saving
- editor: added KHR_materials_emissive_strength GLTF extension
- character controller: NPC will turn towards player when entering conversation
v0.71.239
Changelog since last release:
- Impostors will be captured with MSAA which improves their transparency quality, and they will be block compressed into BC3 texture format.
- Replaced random generators with one that is based on xorshift64*, which is deterministic across different compilers. This breaks compatibility with older version terrain generator settings.
- Fixes for block compressing textures that contain dimensions that are not divisible by 4
- Fixes for block compressing textures that contain dimensions that are not power of two (can result in reduced amount of mipmaps)
- Hair particle shadow map rendering support (grass shadow map)
- Hair particle camera bend (to improve the look of grass when looking from above)
- BVH acceleration for mesh intersections on CPU (must enable BVH per mesh to use acceleration)
- Fixed uncompressed transcoding of KTX2 and BASIS textures (by @jdswebb )
- Added support for OpenImageDenoise 2.0 API (adds optional GPU denoiser for path tracing, lightmap baking)
- Editor:
- added drag and drop file handling (Windows only): drag model files, or scripts into the editor to open them
- GLTF export improvements, terrain can be now exported (virtual texture will be baked into multiple smaller images)
- Terrain blend map can be exported into image file (similar to heightmap export)
- Light direction visualizer arrows
v0.71.219
Changelog since last release:
0.71.200:
- Conversation system in character demo (Content/scripts/character_controller/character_controller.lua)
fixes for ray tracing backface culling - improvements for transparent shadow (transparent materials can also receive transparent shadows in some cases)
- VRM import small improvements: skin subsurface scattering, disables shadow casting for some face elements to avoid small shadow pixels on face from eyebrows, etc.
- DDS loading fix for non divisible by 4 dimensions
0.71.209:
- optimization for cascaded shadow map rendering: all cascades are rendered simultaneously into multiple viewports
- optimizations for hair particle system, visibility rendering, depth of field, motion blur, screen space reflections
- fixed variable rate shading classification by motion vector
- font renderer scaling will be handled better according to current screen DPI
- Editor font updates:
- removed yumin japanese font, replaced by Noto Sans CJK font that handles Chinese, Japanese and Koren characters in single font file
- all font files from Editor/fonts folder will be loaded automatically by the Editor, so user can add new fonts to support new character sets
- Editor/config.ini can be used to override default Editor font by specifying font = fontfilepath.ttf in the root settings
0.71.219:
- texture import: common texture formats such as PNG, JPG, TGA, etc. will be automatically compressed to GPU optimal format (can be disabled per material)
- environment probes will be compressed to GPU optimal format
- lightmaps can be optionally compressed to GPU optimal format
- fixed issue on Linux where it will crash on boot while trying to read filename with foreign characters
- some optimizations for GPU skinning and morph targets
- graphics API: custom swizzle can be specified per-texture or per-descriptor