Releases: turanszkij/WickedEngine
Releases Β· turanszkij/WickedEngine
v0.71.613
Changelog since last release:
- ray traced shadow casting can be disabled per particle system
- fix for rain, it will no longer appear under the ocean
- added input helpers to check gamepad analog sticks, triggers and mouse with the same function as button presses
- added cursor image loading to customize mouse pointer
- fix for the scene intersection checks: when double sided property is specified through the material (opposed to the mesh), it will be handled
- various other fixes and improvements
v0.71.585
Changelog since last release:
- added manual, you can access it from the Wicked Engine Steam page -> Additional Content -> Manual or https://wickedengine.net/downloads/
- added coplanar blending mode: draw coplanar transparent material in opaque pass
- added skinned mesh decal baking
- hair particle sprite sheet supports rects in any size, added easy sprite rect selector to editor
- added orthographic camera mode
- terrain grass will be generated on more distant chunks now if the grass view distance is increased
- character controller: big refactor, character models and conversations can be selected with metadata components
- added new grass particle texture for sample terrain assets
- drag and drop txt file into the editor will create a floating text component
- can rebind keys for the editor in the config.ini file
grass_character_short.mp4
v0.71.563
Changelog since last release:
- added CharacterComponent, an optimized C++ implementation of the character movement, collision, foot placement, path finding logic combined. The character controller script was rewritten to use it instead of implementing it all in Lua
- added new shader effects: cloak (discolored transmission), chromatic aberration, desaturation
- added voxel grid to mesh feature: useful for creating simplified meshes for physics by voxelizing a mesh
- added volumetric lights for path tracing
- added volumetric fog boost value for volumetric lights (easy control for volumetric effect per light)
- ocean occlusion culling is a lot more precise, results in increased rendering efficiency when ocean is not visible
- multithreaded inverse kinematics
- added mesh shaders as experimental feature, it can be turned on in graphics settings. This can make object rendering faster in some cases. Currently it only works on Nvidia GPUs
v0.71.532
Changelog since last release:
- added wetness maps feature: grass and objects can become wet when they get under the ocean water or if rain falls on them
- added buoyancy physics for ocean
- visual improvements for ocean and water mesh: extinction and light scattering
- visual improvement for the rain effect
- made shadow maps nicer looking
- Editor: multiselection edit added for many things, snap to surface when moving objects, other improvements
Edit: binaries were updated with some performance fixes
wetmap_short.mp4
v0.71.501
Changelog since last release:
- added Jolt Physics, removed Bullet Physics
- added detail setting to soft body physics: simplify soft body simulation level of detail independently from the graphics mesh
- added cylinder shape for rigid body physics
- added hot reload for resource manager: textures, sounds, scripts will be hot reloaded by the Editor automatically on file changes
- added multi-location burst for emitters: you can do many calls to Burst() at different locations
- added support for 8 bone influence per vertex for skinned mesh
- removed UWP platform support
softbody_simplification2.mp4
v0.71.473
Changelog since last release:
- added texture streaming system: DDS texture files will be using streaming
- reduced resource loading times
- terrain virtual texture improvements: better caching, reduced texture pop-in
- added background image scaling modes for loading screen
- editor:
- new redesigned GUI
- paint tool brush size can be modified by scrolling mouse wheel
- general options: DDS convert button to convert every texture in the scene to DDS
v0.71.446
Changelog since last release:
- volumetric light quality and performance improvements
- path finding: added search for cover query
- terrain: unlimited virtual texture layers, object-terrain blending
- surfel GI: quality improvements, block compression
- DDGI: faster dynamic lighting changes, voxel grid can be used for probe correction, block compression, performance improvements
- ray traced shadows: switched back to half resolution to have better performance, but with better upsampling to retain quality
- ray traced ambient occlusion: upsampling quality improvement
- screen space shadows: quality improvements
- Archive: added support for embedded thumbnail image
- Editor updates:
- paint tool: redirect alpha mode (redirect red channel paint into alpha channel)
- paint tool: terrain material painting
- Content Browser will now list the recently used folders
- Content Browser will now display thumbnail image for wiscene files
- FBX model importer
Edit: Updated for version 0.71.452 with some critical fixes
fbx.mp4
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