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Releases: Segs/SegsEngine

v4.0.0.16-alpha

16 Nov 21:45
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Mainly a build-fix release for jumbo&precompiled header builds on Linux.
The binary release also contains the correct Mono class library (corresponding to the used runtime).

What's Changed

  • Remove all BOMs and fixup some exported extern templates

Full Changelog: v4.0.0.15-alpha...v4.0.0.16-alpha

Alpha 4.0.0.15

22 Oct 23:09
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Finally, a new release 😄

A very fuzzy and non-specific change list:

  • Integrated a bunch of changes from upstream Godot 3.4/3.5 releases + a few things from the 4.0 wip
  • changed the way renderer works with it's data structures ( a transitory state before new scene format )
  • refactored a bunch of code all over the place
  • changes to C# binding generation

The SegsEngine_4.0.0.15.7z attached to this release is a windows 64bit engine SDK with a very small example project that is using C# scripting.

Alpha 4.0.0.14

29 Jan 13:17
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Fix to the previous release to allow external projects to use IMPL_GDCLASS

Alpha 4.0.0.13

29 Jan 06:32
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Had to prepare a new release, BVH needed an update from upstream.

Alpha 4.0.0.12

24 Jan 17:21
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And here's the first release of 2021:

  • upstream change : remove old octree, use BVH ( in upstream codebase it's possible to choose, decided that's not necessary )
  • upstream change : batched 2d rendering
  • some Ref<> leak fixes + code hygiene.

Alpha 4.0.0.11

22 Nov 01:28
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A few larger changes + merge some upstream code.

Semi-changelog:

  • Add can_import to allow plugins to fully check file paths/files before being asked to import them.
  • Implement LibraryEntryInstance + fixes. LibraryEntryInstance is a new node type that will select and instantiate
    a packed scene from a SceneLibrary.
  • A few fixes for issues noticed by PVS studio.
  • Change tools to use netstandard2.1 and netcoreapp3.1
  • Some code hygiene + binding and library entry instantiation changes. C# bindings are now properly generated for singleton classes.
  • Move some TextEdit things to it's hidden data impl + add signal and callable docs
  • A few big changes from upstream:
    • Use new octree implementation
    • Use dynamically resizing grid in editor.
    • A few other smaller things.
  • Removed a bunch of method registrations that were replaced with callable_mp in connections.
  • All internal call_deferred converted to lambda-form
  • Some work on non-tools non-debug builds.
  • Slight optimization to variant 'compare' operation. Fix an issue with the order of static destruction calls.
  • Rename VisualServerWrapMT to RenderingServerWrapMT + small cleanups around rendering server.
  • NodePath now knows 2 new ways of referencing node/resources -
    • referencing global resource: .:@resource/path.ext: which allows animating material properties for all users of that material/etc.
    • auto-locating paths |node_name/subnode:sub_path when resolved will recursively search for the given node_name
  • Signal connections fixed in a few editor plugins
  • A bug in input processing when a modal window popped-up was fixed.
  • A few printf-formats were fixed
  • fix node-name filter in scene tree dock.
  • fix undo-redo operation type for eastl::function
  • re-add _request_gizmo to exposed node_3d editor methods.
  • Curve2D::_bake was broken, no longer is :)
  • A bunch of pedantic-level warnings were fixed + some single-line if/else statements were surrounded with '{}'
  • update Tracy to 0.7.3
  • slightly reduced number of heap allocations during a frame.
  • memdelete acts more like delete ( it checks for null internally )
  • add block-able jl::signal template
  • made Object metadata optional ( a pointer )
  • moved test-cube & co. from rendering_server to test code.
  • scene string names are now static.
  • Move rendering server selection to singleton resolution function. Now all rendering server calls that are done through singleton access function will resolve to a specific implementation based on the thread they are in.
  • Removed thread-unsafe mode ( we don't live in the early 2000s no more :))
  • Expose the command queue's mutex lock in the header.
  • Reduce the number of exposed methods in scene tree editor.
  • Move some simple getters to header files.
  • small changes in rendering server wrapper stuff.

Alpha 4.0.0.10

02 Oct 19:24
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Fix gcc build + support importing gltf lights.
Small cleanup.

Alpha 4.0.0.9

01 Oct 18:05
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Two pretty important fixes + a few less important ones 😄

  • Fix SceneTreeDock signal/slot mismatch causing problems with right-click menus.
  • Fixed resource rename crashes ( as well as warning related to set-resource-path-twice attempts )

QtCeator+msvc build was fixed.
CMake target dependencies were untangled a little bit.