Releases: Segs/SegsEngine
v4.0.0.16-alpha
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
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
Fix to the previous release to allow external projects to use IMPL_GDCLASS
Alpha 4.0.0.13
Had to prepare a new release, BVH needed an update from upstream.
Alpha 4.0.0.12
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
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 givennode_name
- referencing global resource:
- 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
Fix gcc build + support importing gltf lights.
Small cleanup.
Alpha 4.0.0.9
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.