- Preview for prefab instantiation.
- Drag preview nodes are now input-transparent.
- Expand/collapse trees by double click.
- Fixed move/rotate/scale gizmo behaviour for mouse events.
- Fixed fallback to defaults when editor's config is corrupted.
- Save
Track Selection
option in the editor's config. - Clear breadcrumbs when changing scene in the editor.
- Fixed 1-frame delay issues in the editor.
- Emit MouseUp message before Drop message.
- Fixed UI "flashing" in the editor in some cases.
- Do not silently discard UI messages from nodes that were already be deleted.
- Show node handle in breadcrumbs in the editor.
- Provide direct read-only access to current dragging context in UI.
- Fixed crash when trying to select a node by invalid handle in the editor.
- Highlight invalid handles in the Inspector.
- Discard "leftover" debug geometry when undoing actions in the editor.
- Some menus in the editor now more intuitive now.
- Fixed critical bug with incorrect unpack alignment for RGB textures - this causes hard crash in some cases.
- Do not try to reload a resource if it is already loading.
- Ability to set desired frame rate for
Executor
(default is 60 FPS). - Ability to paste editor's clipboard content to selected node (paste-as-child functionality).
- Ability to render into transparent window while keeping the transparency of untouched pixels (see
transparent
example). - Ability to specify custom window builder in
Executor
+ a way to disable vsync inExecutor
. MultiBorrowContext
forPool
andGraph::begin_multi_borrow
, helps you to borrow multiple mutable references to different items.- Speed up code generation in proc-macros.
- Correctly map handles in instances after property inheritance (fixed weird bugs when handles to nodes in your scripts mapped to incorrect ones)
- Refactored script processing:
- Added
ScriptTrait::on_start
- it is guaranteed to be called after all scripts in scene are initialized, useful when a script depends on some other script - Script processing is now centralized, not scattered as before.
- More deterministic update path (
on_init
->on_start
->on_update
->on_destroy
)
- Added
- Fixed crash when modifying text in a text box via message and then trying to type something.
ButtonBuilder::with_text_and_font
- Show node names in for fields of
Handle<Node>
fields of structs in the editor. - Fixed crash in the editor when a script has resource field.
- Ability to clone behaviour trees.
- Automatic node handle mapping via reflection.
- Removed
ScriptTrait::remap_handles
method. - Pass elapsed time to scripts.
- Do not call
ScriptTrait::on_os_event
if scene is disabled. - Make world viewer filtering case-insensitive.
- Correctly set self handle and sender for graph's root node.
#[inline]
attributes for "hot" methods.- Fixed panic when rigid body is a root node of a scene.
Base::has_script
+Base::try_get_script
+Base::try_get_script_mut
helper methods, it is now easier to fetch scripts on scene nodes.- Ability to change selected node type in the editor (useful to change scene root type).
- Optimized script trait parameter passing, script context now passed by reference instead of value.
- Script context now have access to all plugins, which makes possible create cross plugin interaction.
- Removed requirement of scripts api to provide parent plugin's uuid.
- There is no more need to define uuid for plugins.
- Do not update scene scripts if it is disabled.
Graph::find_first_by_script
- helps you find a node by its script type.- Added missing property editors for
Inspector
widget. - Save editor's scene camera settings (position, orientation, zoom, etc.) per scene.
- Skip-chars list to be able to treat some chars like white space.
- Optional text shadow effect.
- Ctrl+Shift+Arrow to select text word-by-word in text box widget.
- Added navmesh settings to editor's settings panel.
- Make text box widget to accept text messages + special messages for text box widget.
- Set 500 ms double click interval (previously it was 750 ms).
- Fixed text selection in case of custom ui scaling.
- Fixed
TextBox::screen_pos_to_text_pos
- incorrect usage ofchar_code
as index was leading to incorrect screen position to text position mapping. - Ability to scroll text in the text box widget.
Rect::with_position
+Rect::with_size
methods.- Fixed caret position when removing text from text box in specific cases.
- Fixed crash when typing spaces at the end of text box with word wrap.
- Fixed caret position when adding text to the multiline text box widget.
- Fixed new line addition in the text box widget.
- Ability to select words (or whitespace spans) in the text box by double click.
- Emit double click after mouse down event (not before).
- Fixed caret blinking in the text box widget for various scenarios.
- Ctrl+LeftArrow and Ctrl+RightArrow to skip words in the text box widget.
- Allow setting caret position in the text box widget by clicking outside of line bounds.
raycast2d
example.- Fixed text deletion in text box by
Delete
key + selection fixes. - Fixed selection by Ctrl+Home, Ctrl+End in the text box widget.
- Fixed selected text highlighting in the text box widget.
- Fixed panic when Ctrl+C in a text box when selection is right-to-left.
- Ability to focus/unfocus a widget by sending a message.
- Added
TextBox
example. - Removed
is_modified
flag fromPropertyInfo
. - Ability to revert inherited property to parent's prefab value.
- Replaced manual property inheritance with reflection.
- Added
fields
andfields_mut
forReflect
trait. - Property inheritance for scripts.
- Ability to extract selection as a prefab.
- Fixed tooltips for complex properties in
Inspector
widget. - Allow selecting build profile when running a game from the editor.
NodeHandle
wrapper to bypass some limitations ofInspector
widget.- Return result instead of unwrap and panic in
make_relative_path
- fixed some issues with symlinks in the editor. - Added missing
Reflect
implementation for scripts made infyrox-template
. - Added dependencies optimization for projects generated in
fyrox-template
. - Provided access to some sound engine methods to plugins (
set_sound_gain
andsound_gain
) - Fixed style for ArrayPropertyEditor widget.
- Do not emit events for disabled animation signals.
- Sprite sheet animations with signals.
- Fixed terrain rendering - there's no more seams between layers with skybox content.
- Ability to set blending equation in draw parameters in the renderer.
- Ability to set blend function separately for RGB and Alpha in the renderer.
- Ignore invisible menus when closing menu chain by out-of-bounds click.
- Make some buttons in the editor smaller and less bright, add more tooltips.
- Use images for
Expand all
,Collapse all
,Locate Selection
buttons in world viewer. - Fixed potential infinite loops when performing some math operations.
- Smoothing for cascaded shadow maps.
- Fixed script property editor - no more weird bugs in the editor when setting/editing/removing scripts from a node.
- Fixed cascaded shadow maps for directional lights.
- Added
Frustum::center
method. - Fixed list of panels in
View
menu in the editor. - Create tool tips for interaction modes hidden by default.
- Reload settings when reconfiguring the editor.
- Added list of recent scenes to
File
menu in the editor - makes easier to switch between most used scenes. - Ability to add, remove, set items for
MenuItem
widget - Correctly highlight selected interaction mode button
- More hotkeys for the editor
[5]
- activate navmesh edit mode[6]
- activate terrain edit mode
- Ability to set
Selected
flag toDecorator
widget on build stage - Added
Invert drag
option for camera settings in the editor. - Fixed incorrect rendering of
Luminance
andLuminanceAlpha
textures. - Fixed closing menus by clicking outside them.
- Direct access to all fields in all widgets.
- Force
TextBox
widget to consume all input messages, this fixes hot keys triggering in the editor while typing something in text fields.
- Fixed
Operation failed! Reason: Modify { value: dyn Reflect }
error. - Fixed inability to edit properties of 2d collider shape
- Fixed inability to edit some properties of Joint2D.
- Added property editor for
Color Grading Lut
property of the Camera node. - Fixed panic when editing cascades properties of directional light.
- Prevent panic when there's invalid bone handle.
- Hide
data
field from inspector for Surface, because it has no proper property editor. - Fixed terrain layer deletion from the Inspector.
- Added compile-time reflection (huge thanks to @toyboot4e)
- Most editor commands were removed and replaced by universal command based on reflection.
- Backward compatibility for native engine data formats was dropped - use FyroxEd 0.13 to convert your scenes to newer version.
- Fixed panic when loading an FBX model with malformed animation curves (when there is only 1 or 2 components animated instead of 3, X and Y, but not Z for example).
- ABSM editor now have smaller default size and fits on small screens.
- Asset previewer now plays model animations
- Fixed critical FBX importer bug, that caused malformed animations.
- Ability to define "playable" time slice for animations.
- Fixed editor update rate, previously it was very high and that caused some weird issues.
- Proper support for all resource types in Inspector
- Show ABSM resources in the asset browser
- Ability to edit sound import options in the asset browser
- Dynamic type casting for script instances
- Provide access to parameters in ABSM
- Fixed transition instantiation in ABSM - it incorrectly handled "invert rule" flag.
- Prevent panic when deleting a node from script methods.
- Dynamic type casting for plugin instances
- Two-step ABSM instantiation - at first step you load all animations in parallel (async) and on second step you create actual ABSM instance.
- Wait for all resources to load before initialize scripts - this prevents panicking when trying to access not yet loaded resource in script methods.
- Default instantiation scaling options for 3D models - allows you to scale 3D models automatically on instantiation.
- Graph event broadcaster - allows you to receive
Added
andRemoved
events for nodes. - Correctly initialize scripts of nodes that created at runtime.
- Component provider for scripts - allows you to provide access to inner script components via unified interface.
- Disable automatic texture compression - having compression enabled for all kinds of textures is not good, because there could be some textures with gradients, and they'll have significant distortion.
Pool::drain
- allows you to remove all objects from a pool while processing every object via closure.Script::on_deinit
- allows you to execute any code for cleanup.- Added
NodeHandleMap
- a small wrapper over map that have some methods that makes node handle mapping much shorter. - Correctly handle missing properties in Inspector for various objects.
- Provide access to main application window from plugins.
- Allow chaining
ScriptConstructorContainer::add
calls - Removed
screen_size
parameter fromUserInterface::new
- Ability to remove render passes.
- Run the game in a separate process from the editor.
- Provide access to default engine's user interface instance for plugins.
--override-scene
parameter for ExecutorButtonContent
improvements - it is now possible to re-create button's text field usingButtonMessage::Content
- Provide access to control flow switch for plugins.
Plugin::on_ui_message
- Two-step plugins initialization:
PluginConstructor
trait defines a method that creates an instance ofPlugin
trait, instance of plugin constructor is used to create plugins on demand. It is needed because engine has deferred plugin initialization.
Framework
is removed, its functionality was merged with plugins.- Simplified
ScriptConstructorContainer::add
definition, there were redundant generic parameters that just add visual clutter. - Implemented
Clone+Debug
traits forNavmeshAgent
- Fixed spam in log in the editor when any file was changed.
- High DPI screens support for the editor.
- Newly created cameras in the editor are now enabled by default.
- Added "Preview" option for cameras in world viewer.
- Refactored joints:
- Joints binding now is fully automatic and it is based on world transform of the joint, no need to manually set local frames.
- Rebinding happens when a joint changes its position
- Joints editing in the editor is now much more intuitive
- Improved debug visualization for physics.
- Read-only mode for NumericUpDown and Vec2/Vec3/Vec4 widgets
- Show global coordinates of current selection in the scene previewer
- BitField widget - it helps you to edit numbers as bit containers, allowing you to switch separate bits
- More compact editors for properties in Inspector
- NumericUpDown widget does not use word wrapping by default anymore
- CheckBox widget can now be switched only by left mouse button
- Ability to disable contacts between connected bodies of a joint
style
parameter for project template generator - it defines which scene will be used by default - either2d
or3d
- Ability to select portion of the texture to render in
Rectangle
nodes. - Ability to generate script skeleton for template generator
- HSL color model
- Ability to copy log enties to the clipboard
Log
API improvements- Visualize cameras in the editor
- Context menu for asset items, it is now possible to open, delete, show-in-explorer items and also to copy file name and full file path to the clipboard.
- Visualize point and spot lights in the editor.
This release is mostly to fix critical bugs of 0.25 and add missing functionality that stops you from using scripting system.
- Added project template generator
- Fixed invisible selected item in drop-down list widget.
- Correctly sync node names in
World Viewer
- Reset editor's camera projection mode switch when creating new scene
- Fixed doubling scene entities in
World Viewer
when loading scene viaStartupData
- More logging for renderer
- Fixed shader cache - now the engine won't re-compile shaders each 20 seconds.
- Temporarily disable
Lifetime
property editing because it causes crashes - Do not show
dirty
flag ofTransform
in theInspector
- Provide access to property editors container for editor's
Inspector
- it is now possible to register your own property editors - Fixed panic when syncing
Inspector
for an entity withOption<Texture>
field. - Added
handle_object_property_changed
andhandle_collection_property_changed
macros to reduce boilerplate code in script property handling. - Added ability to restore resource handles for scripts
- Fixed selection visualization in
Asset Browser
- Validation for sky box cube map generator
There are no breaking changes in this release.
- Static plugin system
- User-defined scripts
- Play mode for the editor
- Animation Blending State Machine (ABSM) editor.
- Some of sound entities were integrated in the scene graph.
- New
Sound
andListener
scene nodes. - Sound buffer import options.
ResourceManager::request_sound_buffer
now accepts only path to sound buffer.- Prefab inheritance improvements - now most of the properties of scene nodes are inheritable.
- Access to simulation properties of the physics.
- Engine and Resource manager are nonserializable anymore, check migration guide to find how to create save files in the correct way.
Node
enumeration was removed and replaced with dynamic dispatch. This allows you to define your own types of scene nodes.Base
is not a scene node anymore, it was replaced withPivot
node (see migration guide for more info)Base
now hascast_shadows
property, respective property setters/getters was removed fromMesh
andTerrain
nodes.- Ability to bring ListView item into view.
- Logger improvements: event subscriptions + collecting timestamps
- Log panel improvements in the editor: severity filtering, color differentiation.
- Scene nodes now have more or less correct local bounds (a bounding box that can fit the node).
- Improved picking in the editor: now it is using precise hit test against node's geometry.
- "Ignore back faces" option for picking in the editor: allows you to pick through "back" of polygon faces, especially useful for closed environment.
- Rotation ribbons were replaced with torus, it is much easier to select desired rotation mode.
- New material for gizmos in the editor, that prevent depth issues.
- New expander for TreeView widget,
V
and>
arrows instead of+
and-
signs. - ScrollBar widget is much thinner by default.
- Editor settings window now based on Inspector widget, which provides uniform way of data visualization.
DEFAULT_FONT
singleton was removed, it is replaced withdefault_font
- Shortcuts improvements in the editor.
- Overall UI performance improvements.
- Ability to disable clipping of widget bounds to parent bounds.
- Layout and render transform support for widgets - allows you to scale/rotate/translate widgets.
- Ability to make widget lowermost in hierarchy.
- Animation blending state machine refactoring, optimizations and stability improvements.
- Animation blending state machines are now stored in special container which stored in the Scene.
- Docking manager now shows anchors only for its windows.
- Model previewer now has much more intuitive controls.
- NumericUpDown don't panic anymore on edges of numeric bounds (i.e when trying to do
i32::MAX_VALUE + 1
) - DoubleClick support for UI.
- Update rate fix for editor, it fixes annoying issue with flickering in text boxes.
UserInterface::hit_test_unrestricted
which performs hit test that is not restricted to current picking restriction stack.- WASM renderer fixes.
Pool::try_free
which returnsOption<T>
on invalid handles, instead of panicking.- Light source for model previewer
- Default skybox for editor and model previewer cameras
Color
API improvements.#[inspect(expand)]
and#[inspect(expand_subtree)]
were removed fromInspect
proc-macro- Correct field name generation for enum variants
- Ability to draw Bézier curves in the UI.
- Fix for navmesh agent navigation of multilayer navigational meshes.
- Improvements for serializer, now it allows you correctly recover from serialization errors.
WARNING: This release does not provide legacy sound system conversion to new one, which means if any of your scene had any sound, they will be lost!
Now there is limited access to fyrox_sound
entities, there is no way to create sound contexts, sounds,
effects manually. You have to use respective scene nodes (Sound
, Listener
) and Effect
from
fyrox::scene::sound
module (and children modules).
Since Node
enumeration was removed, there is a new way of managing nodes:
Node
now is justBox<dyn NodeTrait>
wrapped in a new-type-struct.- Pattern matching was replaced with
cast
andcast_mut
methods. - In addition to
cast/cast_mut
there are two more complex methods for polymorphism:query_component_ref
andquery_component_mut
which are able to extract references to internal parts of the nodes. This now has only one usage -Light
enumeration was removed andPointLight
,SpotLight
,DirectionalLight
provides unified access toBaseLight
component viaquery_component_ref/query_component_mut
.query_component
could be a bit slower, since it might involve additional branching while attempting to query component. Base
node was replaced withPivot
node (and respectivePivotBuilder
), it happend due to problems withDeref<Target = Base>/DerefMut
implementation, ifBase
is implementingNodeTrait
then it must implementDeref
but implementingDeref
forBase
causes infinite deref coercion loop.- To be able to create custom scene nodes and having the ability to serialize/deserialize scene graph with such
nodes,
NodeConstructorContainer
was added. It contains a simple mapUUID -> NodeConstructor
which allows to pick the right node constructor based on type uuid at deserialization stage.
It is very simply, just wrap BaseBuilder
with a PivotBuilder
and call build
on PivotBuilder
instance:
// Before
fn create_pivot_node(graph: &mut Graph) -> Handle<Node> {
BaseBuilder::new().build(graph)
}
// After
fn create_pivot_node(graph: &mut Graph) -> Handle<Node> {
PivotBuilder::new(BaseBuilder::new()).build(graph)
}
Pattern matching was replaced with 4 new methods cast/cast_mut/query_component_ref/query_component_mut
:
fn set_sprite_color(node: &mut Node, color: Color) {
// Use `cast_mut` when you are sure about the real node type.
if let Some(sprite) = node.cast_mut::<Sprite>() {
sprite.set_color(color);
}
}
fn set_light_color(node: &mut Node, color: Color) {
// Use query_component_mut if you unsure what is the exact type of the node.
// In this example the `node` could be either PointLight, SpotLight, DirectionalLight,
// since they're all provide access to `BaseLight` via `query_component_x` the function
// will work with any of those types.
if let Some(base_light) = node.query_component_mut::<BaseLight>() {
base_light.set_color(color);
}
}
Now there is no need to manually sync position and orientation of the sound listener, all you need to do
instead is to create Listener
node and attach it to your primary camera (or other scene node). Keep
in mind that the engine supports only one listener, which means that only one listener can be active
at a time. The engine will not stop you from having multiple listeners active, however only first (the
order is undefined) will be used to output sound.
There is no more 2D/3D separation between sounds, all sounds in 3D by default. Every sound source now is a scene node and can be created like so:
let sound = SoundBuilder::new(
BaseBuilder::new().with_local_transform(
TransformBuilder::new()
.with_local_position(position)
.build(),
),
)
.with_buffer(buffer.into())
.with_status(Status::Playing)
.with_play_once(true)
.with_gain(gain)
.with_radius(radius)
.with_rolloff_factor(rolloff_factor)
.build(graph);
Its API mimics fyrox_sound
API so there should be now troubles in migration.
Effects got a thin wrapper around fyrox_sound
to make them compatible with Sound
scene nodes, a reverb
effect instance can be created like so:
let reverb = ReverbEffectBuilder::new(BaseEffectBuilder::new().with_gain(0.7))
.with_wet(0.5)
.with_dry(0.5)
.with_decay_time(3.0)
.build(&mut scene.graph.sound_context);
A sound source can be attached to an effect like so:
graph
.sound_context
.effect_mut(self.reverb)
.inputs_mut()
.push(EffectInput {
sound,
filter: None,
});
Effect input filters API remain unchanged.
Engine::new
signature has changed to accept EngineInitParams
, all previous argument were moved to the
structure. However, there are some new engine initialization parameters, like serialization_context
and
resource_manager
. Previously resource_manager
was created implicitly, currently it has to be created
outside and passed to EngineInitParams
. This is because of new SerializationContext
which contains
a set of constructors for various types that may be used in the engine and be added by external plugins.
Typical engine initialization could look something like this:
use fyrox::engine::{Engine, EngineInitParams};
use fyrox::window::WindowBuilder;
use fyrox::engine::resource_manager::ResourceManager;
use fyrox::event_loop::EventLoop;
use std::sync::Arc;
use fyrox::engine::SerializationContext;
fn init_engine() {
let evt = EventLoop::new();
let window_builder = WindowBuilder::new()
.with_title("Test")
.with_fullscreen(None);
let serialization_context = Arc::new(SerializationContext::new());
let mut engine = Engine::new(EngineInitParams {
window_builder,
resource_manager: ResourceManager::new(serialization_context.clone()),
serialization_context,
events_loop: &evt,
vsync: false,
})
.unwrap();
}
Engine and ResourceManager both are non-serializable anymore. It changes approach of creating save files in games.
Previously you used something like this (following code snippets are modified versions of save_load
example):
const SAVE_FILE: &str = "save.bin";
fn save(game: &mut Game) {
let mut visitor = Visitor::new();
game.engine.visit("Engine", visitor)?; // This no longer works
game.game_scene.visit("GameScene", visitor)?;
visitor.save_binary(Path::new(SAVE_FILE)).unwrap();
}
fn load(game: &mut Game) {
if Path::new(SAVE_FILE).exists() {
if let Some(game_scene) = game.game_scene.take() {
game.engine.scenes.remove(game_scene.scene);
}
let mut visitor = block_on(Visitor::load_binary(SAVE_FILE)).unwrap();
game.engine.visit("Engine", visitor)?; // This no longer works
game.game_scene.visit("GameScene", visitor)?;
}
}
However, on practice this approach could lead to some undesirable side effects. The main problem with the old approach is that when you serialize the engine, it serializes all scenes you have. This fact is more or less ok if you have only one scene, but if you have two and more scenes (for example one for menu and one for game level) it writes/reads redundant data. The second problem is that you cannot load saved games asynchronously using the old approach, because it takes mutable access of the engine and prevents you from off-threading work.
The new approach is much more flexible and do not have such issues, instead of saving the entire state of the engine, you just save and load only what you actually need:
const SAVE_FILE: &str = "save.bin";
fn save(game: &mut Game) {
if let Some(game_scene) = game.game_scene.as_mut() {
let mut visitor = Visitor::new();
// Serialize game scene first.
game.engine.scenes[game_scene.scene]
.save("Scene", &mut visitor)
.unwrap();
// Then serialize the game scene.
game_scene.visit("GameScene", &mut visitor).unwrap();
// And call save method to write everything to disk.
visitor.save_binary(Path::new(SAVE_FILE)).unwrap();
}
}
// Notice that load is now async.
async fn load(game: &mut Game) {
// Try to load saved game.
if Path::new(SAVE_FILE).exists() {
// Remove current scene first.
if let Some(game_scene) = game.game_scene.take() {
game.engine.scenes.remove(game_scene.scene);
}
let mut visitor = Visitor::load_binary(SAVE_FILE).await.unwrap();
let scene = SceneLoader::load("Scene", &mut visitor)
.unwrap()
.finish(game.engine.resource_manager.clone())
.await;
let mut game_scene = GameScene::default();
game_scene.visit("GameScene", &mut visitor).unwrap();
game_scene.scene = game.engine.scenes.add(scene);
game.game_scene = Some(game_scene);
}
}
As you can see in the new approach you save your scene and some level data, and on load - you load the scene, add it to the engine as usual and load level's data. The new approach is a bit more verbose, but it is much more flexible.
- 2D games support (with 2D physics as well)
- Three new scene nodes was added: RigidBody, Collider, Joint. Since rigid body, collider and joint are graph nodes now, it is possible to have complex hierarchies built with them.
- It is possible to attach rigid body to any node in scene graph, its position now will be correct in this case ( previously it was possible to have rigid bodies attached only on root scene nodes).
- New
Inspector
widget + tons of built-in property editors (with the ability to add custom editors) Inspect
trait + proc macro for lightweight reflection- UI now using dynamic dispatch allowing you to add custom nodes and messages easily
- fyrox-sound optimizations (30% faster)
- Linear interpolation for sound samples when sampling rate != 1.0 (much better quality than before)
- Color fields in material editor now editable
- Window client area is now correctly filled by the renderer on every OS, not just Windows.
- NumericRange removal (replaced with standard Range + extension trait)
- Sort files and directories in FileBrowser/FileSelector widgets
- RawStreaming data source for sound
- Renderer performance improvements (2.5x times faster)
- UI layout performance improvements
- Prevent renderer from eating gigabytes of RAM
- Use
#[inline]
attribute to enable cross-crate inlining ImmutableString
for faster hashing of static stringsSparseBuffer
as a lightweight analog forPool
(non-generational version)- Support diffuse color in FBX materials
- Frustum culling fixes for terrain
- Shaders don't print empty lines when compiles successfully.
Pool
improvements- Impl
IntoIterator
for references toPool
- Cascaded shadow maps for directional light sources
spawn_at
+spawn_at_handle
forPool
- Preview for drag'n'drop
Grid
widget layout performance optimizations (1000x performance improvement - this is not a typo)query_component
for UI widgets- Curve resource
- Remove all associated widgets of a widget when deleting the widget (do not leave dangling objects)
- World bounding box calculation fix
- Heavy usage of invalidation in UI routines (prevents checking tons of widgets every frame)
- Migrate to
parking-lot
synchronization primitives - Migrate to
FxHash
(faster hashing) Log::verify
to log errors ofResult<(), Error
- Custom scene node properties support
Alt+Click
prevents selection inTree
widget- Ability to change camera projection (Perspective or Orthographic)
- Smart position selection for popups (prevents them from appearing outside screen bounds)
- High-quality mip-map generation using Lanczos filter.
Inspector
widget integration, which allowed to remove tons of boilerplate code- Middle mouse button camera dragging
- Q/E + Space to move camera up/down
- Working directory message is much less confusing now
- Ability to edit sound sources in the editor
- Checkerboard colorization fix in the world viewer
- Search in the world viewer
- Floating brush panel for terrain editor
- Editor camera has manual exposure (not affected by auto-exposure)
- Curve editor
- Automatically select an newly created instance of a scene node
- Grid snapping fix
- Angle snapping
- Edit properties of multiple selected objects at once.
- Context menu for scene items in world viewer
Create child
for scene item context menu- Import options editor for asset browser
- Hot reload for textures.
There are lots of breaking changes in this version, however all of them mostly related to the code and scenes made in previous version should still be loadable.
At first, install the rusty-editor from crates.io and run it:
cargo install rusty-editor
rusty-editor
And then just re-save your scenes one-by-one. After this all your scenes will be converted to the newest version. Keep in mind that the editor from GitHub repo (0.25+) is not longer have backward compatibility/conversion code!
2D scene were completely removed and almost every 2D node were removed, there is only one "2D" node left - Rectangle. 2D now implemented in 3D scenes, you have to use orthographic camera for that. There is no migration guide for 2D scenes because 2D had rudimentary support, and I highly doubt that there is any project that uses 2D of the engine.
Resource manager has changed its API and gained some useful features that should save you some time.
request_texture
now accepts only one argument - path to texture, second argument was used to pass
TextureImportOptions
. Import options now should be located in a separate options file. For example, you have a
foo.jpg
texture and you want to change its import options (compression, wrapping modes, mip maps, etc.). To do this
you should create foo.jpg.options
file in the same directory near your file with following content (each field is
optional):
(
minification_filter: LinearMipMapLinear,
magnification_filter: Linear,
s_wrap_mode: Repeat,
t_wrap_mode: Repeat,
anisotropy: 16,
compression: NoCompression,
)
The engine will read this file when you'll call request_texture
and it will apply the options on the first load.
This file is not mandatory, you can always set global import defaults in resource manage by calling
set_texture_import_options
.
request_model
have the same changes, there is only one argument and import options were moved to options file:
(
material_search_options: RecursiveUp
)
Again, all fields aren't mandatory and the entire file can be omitted, global import defaults can be set by calling
set_model_import_options
.
Old physics was replaced with new scene nodes: RigidBody, Collider, Joint. Old scenes will be automatically converted on load, you should convert your scenes as soon as possible using the editor (open your scene and save it, that will do the conversion).
Now there are two ways of adding a rigid body to a scene node:
- If you want your object to have a rigid body (for example a crate with box rigid body), your object must be child object of a rigid body. Graphically it can be represented like this:
- Rigid Body
- Crate3DModel
- Cuboid Collider
- If you want your object to have a rigid body that should move together with your object (to simulate hit boxes for
example), then rigid body must be child object of your object. Additionally it should be marked as
Kinematic
, otherwise it will be affected by simulation (simply speaking it will fall on ground). Graphically it can be represented like this:
- Limb
- Rigid Body
- Capsule Collider
This section will help you to migrate to new physics.
Rigid body and colliders now can be created like so:
use fyrox::{
core::{algebra::Vector3, pool::Handle},
scene::{
base::BaseBuilder,
collider::{ColliderBuilder, ColliderShape},
node::Node,
rigidbody::RigidBodyBuilder,
transform::TransformBuilder,
Scene,
},
};
fn create_capsule_rigid_body(scene: &mut Scene) -> Handle<Node> {
RigidBodyBuilder::new(
BaseBuilder::new()
.with_local_transform(
// To position, rotate rigid body you should use engine's transform.
TransformBuilder::new()
.with_local_position(Vector3::new(1.0, 2.0, 3.0))
.build(),
)
.with_children(&[
// It is very important to add at least one child collider node, otherwise rigid
// body will not do collision response.
ColliderBuilder::new(
BaseBuilder::new().with_local_transform(
// Colliders can have relative position to their parent rigid bodies.
TransformBuilder::new()
.with_local_position(Vector3::new(0.0, 0.5, 0.0))
.build(),
),
)
// Rest of properties can be set almost as before.
.with_friction(0.2)
.with_restitution(0.1)
.with_shape(ColliderShape::capsule_y(0.5, 0.2))
.build(&mut scene.graph),
]),
)
// Rest of properties can be set almost as before.
.with_mass(2.0)
.with_ang_damping(0.1)
.with_lin_vel(Vector3::new(2.0, 1.0, 3.0))
.with_ang_vel(Vector3::new(0.1, 0.1, 0.1))
.build(&mut scene.graph)
}
Joints can be created in a similar way:
fn create_ball_joint(scene: &mut Scene) -> Handle<Node> {
JointBuilder::new(BaseBuilder::new())
.with_params(JointParams::BallJoint(BallJoint {
local_anchor1: Vector3::new(1.0, 0.0, 0.0),
local_anchor2: Vector3::new(-1.0, 0.0, 0.0),
limits_local_axis1: Vector3::new(1.0, 0.0, 0.0),
limits_local_axis2: Vector3::new(1.0, 0.0, 0.0),
limits_enabled: true,
limits_angle: 45.0,
}))
.with_body1(create_capsule_rigid_body(scene))
.with_body2(create_capsule_rigid_body(scene))
.build(&mut scene.graph)
}
Raycasting located in scene.graph.physics
, there were almost no changes to it, except now it returns handles to
scene nodes instead of raw collider handles.
Contact info can now be queried from the collider node itself, via contacts()
method.
fn query_contacts(collider: Handle<Node>, graph: &Graph) -> impl Iterator<Item = ContactPair> {
graph[collider].as_collider().contacts(&graph.physics)
}