Force 0.4.0-Q1
Last updated
Last updated
This is new big release of the Force. It will be divided in to three parts of developing Q1, Q2, and final Q3, because it so big. This is early features from Q1, because i wanna show how i progress with Force. My purpose of this release is finally finish the MAIN 2D workflow of the Force, i.e support full 2D renderer stuff such a Text Rendering, UI-rendering (UI images and UI buttons). But during development i think i go a little into different path.
What i was talking about before. While working on Text Rendering, and all that rendering stuff i find a way to make Editor look a lot nices. So Editor and Nave applications now not have a platform toolbar on top of the window and all dialogs, so it let me draw a custom one, that fits to Editor style.
Dialogs also no longer have a platform toolbar. So many dialogs was recreated help user a lot more that it was before. Startup Dialog was add to MenuBar, and now you can close it and still working in engine, i.e its no longer shutdown editor and no have Exit button.
This dialog was add to help user restore missing assets or reimport it from the scene during opening.
Loading dialogs is a new feature of Force that shows when user project is creating, loading. But further more it appears now when some operation take too much time to process, such a preview a large asset, or importing too many assets.
Now Force can reload audio and audio engine on the fly if some of audio physical device was removed or changed. Its still tricky but its kinda first steps.
Early on to go in to fullscreen you need to be reload editor (it was reloaded automatically), not you just need to press F11 and it immediately switch to Fullscreen or back to Windowed modes. Fullscreen Mode setting was removed from Preferences.
Before 0.4.0 user can create projects with russian symbols but it lead to crash. Also script engine not even runs Force Build Manager. Now it fixed, not on 100%, but al least it works for me. Since Force is initially russian Game Engine it should support that kinda of stuff, but with Windows it really hard to implement because Windows Console and Power Shell not executing properly commands when passing paths that contains not Unicode characters.
Feature focus to game object was added, by pressing F.
New tool was introduces it is Pan. This tool allows move camera using mouse on XY axis. It was early introduced in 0.3.10 but now it complete done.
Another new gizmo tool is Rect tool. This tool will very usefull to modify the 2D/UI sprites and game objects. Now it was complete done, but some new bugs was appears with displaying, because of working on separation Scene/Game viewports and logic.
Layout is a feature that allows user to restore editor layout style or choose different one.
Assets Browser now support alot more operations as usual, and support multiple asset selection, copying, pasting. Browser now support cutting assets. Improve the drag drop and drag drop style. Also assets can be selected in browser from inspector or assets preview description.
With new Audio playback UI user now can move playback back or forward.
Status bar have some changes. One of them: controlling all audio that was playing in editor or playmode, excluding from Assets Preview, Viewing errors or warning that Console send to the user.
Particle system was introduced in Force. From that i can say is one of very stable feature on current day. ParticleSystem component was also add in C# API.
One of the main features of this update is Font Rendering. It now still in Beta state. It introduce new Font asset type, and Text Rendering component. Text Rendering component now not exposed to C# API yet.
Initially my meaning of Scene/Game was that when user in edit mode it edit GameObjects, manipulate Components, and create world, and then click to play button or simulation button to switch the edit mode (Scene View) into runtime (Game View). But its was actually wrong, because in that case you cannot see the Scene View, or vise versa, or for example place this two panels on different parts screen for easing viewing. So now i working for redoing this stuff, it not hard to implement, but actually because of this reworking, Q1 version of Force now is not partical usable.
Was attempt to add debugger to debug C# code from Visual Studio. Extension to Visual Studio already exist and you can install it in future, but debugger is not connecting to Mono for some reasons on my PC.
Force Engine now support unicode with all Windows functions, such a Windows dialogs, message boxes, Open/Save file dialogs, passing unicode to preview Windows Explorer and so on.
Make few changes with Windows Drag-Drop. (don't ask me which, cuz i dont remember.)
Notification client API was introducing to receive events with audio devices.
Exceptions and crash report system was slightly reworked, now it show full crash report with all details about error (high-level and low-level).
Improve the Window API and Win32 (Windows) implementation, and more useful functions. Add dark styles, and blank style. On top of blank style new Force Editor look was based.
Starts from this version Force actively starts interact with multithreading and processing some operations on different threads. One of example multithreading in Editor is appearing dialogs.
Exactly! But im not sure. Force 0.4.0 Q1 is first big part of this update. Q2 will trying to fix all bugs that was added by Q1 with minimum feature, it will for me most hard part, because i want implement as much features as i can, but main problems of it is broking already working stuff.
In Q3 part, main features of this update will be introduces such as UI Rendering, and Image/Buttons UIs (i hope so).
This pre-release cannot be downloaded and tested, because i broke too much stuff, and for now Force is fairly not usable. And release final Q3 part and new 0.4.0 update will be at the end of this year in last one/two months.
(F/G) #0229: Fixed bug that dark theme for title bar on dialog windows not working.
(F/E) #0228: Fixed when project opened but no scene is loaded on play is not print corresponend message.
(F/K) #0227: Bug when application is minimized CPU usage rises to about 50% of time.
(F/G) #0226 (CRITICAL): Crash sometimes in Invalidate Scene Framebuffer in CreateTexture on D3D11/10, when resizng happens too quick.
(F/E) #0225: Finally fixed bug with Inspector cannot be closed.
(F/E) #0224: Bug with Cut, then Copy it removes object.
(F/E) #0223: Fixed bug that in play mode in explorer we cannot deselect object.
(F/E) #0222: Fixed bug that explorer uncurrect display second node of next scene. Bacause of BeginChild before DrawGameObjectNode.
(F/E) #0221: (HARD) Bug when drag from explorer then click on ESC, or ALT, and in state mouse down hover again to that game object node it start drag it again, but it shouldnt.
(F/E) #0220: Fixed bug when drag and press ESC and drag and use nav keys it was released mouse state.
(F/G) #0219: GL4: Fixed bug with recompilation shader, if shader was recompiled it was not deleting prev shader id.
(F/M) #0218: Fix bug when asset physical file was deleted but .ext file exist.
(F/M) #0217: Fix bug when asset was deleted but some of component points to it (now its just engine start to lagging because it try to find asset AssetManaget::GetAssetByUID() every frame.)
(F/E) #0216: Fix incurrent selecting in browser during dragging to folders, now all drop targets displays with rect and also in hierarchy.
(F/E) #0215: Hierachy in browser was incurrent disaplying folders with flag Leaf.
(F/E) #0214: Rename scene asset was not renamed its scene name in YAML.
(F/G) #0213B: Create and rename files in unicode. (Only scripts cannot has a unicode name because name it actuall class name).
(F/G) #0213: If path or file is unicode Window does not open it in explorer. (FE_PlatformUtils_OpenFile platfrom macro fix this).
(F/E) #0212: When click on play or simulate in non project state it crash.
(F/E) #0211: Explorer context popup is not opening with LMB in Explorer.
(F/M) #0209: When create new project with new scene asset handle we need assign in to project.
(F/E) #0208: Fixed bug when user open project, editor camera project was not updated from project settings.
(F/E) #0207: Bug that when hover on SceneGame size button and click it select object.
(F/E) #0206: Bug that in play mode we cannot drag assets via hierachy and we drag to folders it not hovered.
(F/E) #0205: Fixed bug when game object node is selected, then hover over another game object node and try dragging its drag hovered node, now its do nothing only selected and hovered node with the same node id can be dragged.
(F/M) #0204: Asset folder in Assets root not selected and not deleting. When reimport all assets it brokes this folder. Before ReadExt it modifiy asset .ext and set category and type None, maybe its parent folder updates of file asset and do that.
(F/E) #0203: Scene for some reason when modified not show message when engine close.
(F/E) #0202: When audio reloads we need to save selected UUID of object on main scene and when scene another main is loading we search the game object and make it selected in explorer and inspector.
(F/S) #0201: Fixed bug that browser size and layout not saved properly.
(F/E) #0200: Fixed bug when drag and press ALT it at the same time rotate scene viewport camera.
(F/E) #0199: Fixed bug with SceneGameView toolbar buttons, it press state actives on down not click state.
(F/G) #0198: Fix bug that Windows OpenFileBox and SaveFileBox now use UTF-16 versions to Windows can translate to Path unicode letters.
(F/G) #0197: Fix bug that image asset witch contains russian letters it crashes.
(F/A) #0196: Fixed bug when audio asset creates, load sound with russian letters it crashes.
(F/E) #0195: Fixed bug with incurrect browser drop highlight rendering.
(F/E) #0194: While dragging game object node, then hover browser, then hover other panel it not reset ImGui mouse down state to one if we still dragging.
(F/E) #0193: While dragging preset on header of component tree is show highlight in incurrent place.
(F/E) #0192: Fixed DragDropPresetOnBlankComponentListSpace highlight in runtime. (appears only in edit mode).
(F/E) #0191: Fixed bug that drag game object node, move out explorer and then in, it deselected currecly selected object.
(F/E) #0190: Bug when drag game object node to browser, hover browser then hover explorer it set state of explorer drag to false.
(F/E) #0189: Bug when start drag from browser but then while dragging hover explorer game object node, Force thinks that we start drag object from explorer to browser and highlight it.
(F/E) #0188: In runtime and simulation when drag DragDropPresetOnGameObjectNode in shows highlight rect.
(F/E) #0187: Fixed bug when drag preset in play or simulation but it adds to edit scene.
(F/E) #0186: Bug when exit from runtime in maximized & paused mode, its not reset panels back.
(F/M) #0185: Asset preset incurrent recreates with incorrect type during importing.
(F/E) #0184: Fixed unnoying and unfixeble bug that sometimes when select items it browser or then go to inspector or asset preview it randomly scrolls content of browser.
(F/E) #0183: Fix but that DialogOpenScene when project has identical scenes with same name it select all of them.
(F/G) #0181: GL: Fixed bug when use logo screen window it RenderCmd or its active context points already destroyes context and upload data to VertexBuffer and get crash.
(F/G) #0180: WGL: Fixed bug that sometimes dummy context creation fails. Incurrect PFD was set. (old bug from 0.2.0).
(F/G) #0179: Fix bug with trying create texture with DX11/DX10 that requre (24-bit/RGB format) but Force always use RGBA (32-bit).
(F/E) #0178: Fix bug that while rename script asset not rename script class name.
(F/E) #0177: Fix bug when focused viewport and hovered panel that has scrollable area, when scroll it zoom-in-out camera and panel content.
(F/E) #0176: Fix bug that in release build cannot retrive address of &EditorElement::GetPanel().GetSelectedObject(), need made a copy and then &, so not excecuting code with selection of game objects.
(F/A) #0175: Fix big that not allow to select asset when asset deselects by Explorer.
(F/A) #0174: Fixed big when reimporing already preview selected asset.
(F/E) #0173: Fixed bug when drag asset user can scroll content with zooming camera.
(F/E) #0172: Fixed reimport single asset sometimes cause to reimport all assets again.
(F/E) #0171: Fixed the Rect tool snapping.
(F/E) #0170: Fixed bugs with dialogs that still not open right project or delete all scenes when open new scene.
(F/K) #0169: Fixed crash that causing when user clicked on cross window button, ImGui throws incurrect assets of missing completition frame.
(F/W) #0168: Win32: Fixed bug with incurrent return values from WM_CLOSE message, before 'break' lead to immideatly destroying window by OS not by our call DestroyWindow.
(F/E) #0167: Bug with duplicate projects paths points to the same project, in project startup page in recent projects.
(F/E) #0166: Bug with large text rendering in script preview or asset script preivew - text not all text renders and window is not responce on inputs.