WickedEngine Versions Save

3D engine with modern graphics

v0.71.422

3 weeks ago

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

1 month ago

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

1 month ago

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

v0.71.354

4 months ago

Changelog since last release:

  • fixes for motion blur pop-in artifacts on terrain
  • improved temporal AA for materials using wind
  • rain effect "head blocker" to avoid rain droplets under and very close to camera
  • vertex buffer quantization: reduced GPU memory usage of vertex buffers
  • emitted particle system feature: take color from mesh (particles will take their color accoring to where they are spawned on the mesh surface)
  • editor: physics impulse improvement will be applied at more accurate position on rigid body instead of center of mass
  • editor: paint tool now works correctly for textures that use tiling
  • editor: open standalone image, sound and video files
  • other fixes and improvements

v0.71.338

5 months ago

Changelog since last release:

  • enabled path tracing depth stencil effects for vulkan
  • fonts and sprites can be added to the scene
  • added ocean water foam effect
  • added rain weather effect
  • added ragdoll physics
  • water ripples can use embedded asset, also fixes missing water ripples in Steam build
  • many new lua script bindings
  • many fixes
  • editor:
    • create humanoid rig from armature with naming convention
    • grab physics rigid bodies and ragdolls with left mouse button while nothing is selected
    • shoot physics rigid bodies and ragdolls with an impulse by pressing left mouse while "P" key is held down
    • improvements for importing VRM 1.0 models

v0.71.312

6 months ago

Changelog since last release:

  • fix in capsule collision detection by @MortimerSnerd
  • mouse delta position fox for Linux by @dpalais
  • optimizations for integrated GPU resource loading
  • foreground object rendering (useful for FPS weapon)
  • fixes for AMD GPUs
  • font rendering quality improvements
  • scripting updates, many new scripting functions
  • audio fix: loop can be disabled when audio stopped playing
  • enabled particle rendering in planar reflections
  • water rendering improvements:
    • underwater fog is now based on distance to water plane instead of depth difference
    • refraction separation quality improvement
    • ocean underwater improvement
    • refraction fix when looking up from underwater
  • editor:
    • fix for armature reset pose button
    • added new sphere mesh creation

v0.71.285

7 months ago

Changelog since last release:

0.71.285:

  • initial support for PlayStation 5 platform
  • Environment probe updates:
    • probes can be exported into DDS texture files with Editor
    • probes can be imported from DDS texture files with Editor
    • probe resolution can be set per probe (they are no longer in cubemap array, but separate cubemaps)
    • improved probe filtering
  • Tonemap type can be now selected (Reinhard/ACES). Default is ACES as before
  • weather: exposure will also affect static sky (previously only dynamic sky was affected)
  • textures can be exported into DDS files from c++
  • Editor: added support for EXT_lights_image_based GLTF extension (imports environment map from GLTF file as sky)

v0.71.272

8 months ago

Changelog since last release:

0.71.255:

  • added capsule/point and capsule/sphere intersection functions to lua bindings
  • character controller: fade out whole character when camera gets inside it
  • temporal AA frame reset fix (fixes startup crash on Vulkan when temporal AA is enabled)
  • fixed flickering grass issue on AMD graphics cards
  • physics fix: rigid bodies that are attached to parent will be detached at beginning of physics simulation
  • added support for 16-bit PNG loading and writing
  • terrain heightmap modifier will work with 16-bit PNG
  • editor:
    • terrain heightmap export will create 16-bit PNG to avoid major precision loss compared to 8-bit PNG
    • added depth of field refocus hotkey to the editor: Press C and click anywhere where you want to focus the camera (takes effect when camera aperture size is greater than zero and depth of field is enabled)
    • added dummy visualizers to editor: display a female or male dummy anywhere in the scene easily, this makes it easier to get a sense of scaling for objects. Access this from the top menu toolbar. The dummies are scaled like characters imported from Vroid studio.

0.71.272:

  • added support for Xbox Series X and S consoles
  • fixes for handling paths with unicode characters
  • fixes for AMD GPUs
  • Vulkan stability improvements (by @brakhane )
  • support for precompiled LUA scripts, greatly improves performance of script components in the scene
  • HDRi image import will be converted to lower precision float for memory saving
  • editor: added KHR_materials_emissive_strength GLTF extension
  • character controller: NPC will turn towards player when entering conversation

v0.71.239

9 months ago

Changelog since last release:

  • Impostors will be captured with MSAA which improves their transparency quality, and they will be block compressed into BC3 texture format.
  • Replaced random generators with one that is based on xorshift64*, which is deterministic across different compilers. This breaks compatibility with older version terrain generator settings.
  • Fixes for block compressing textures that contain dimensions that are not divisible by 4
  • Fixes for block compressing textures that contain dimensions that are not power of two (can result in reduced amount of mipmaps)
  • Hair particle shadow map rendering support (grass shadow map)
  • Hair particle camera bend (to improve the look of grass when looking from above)
  • BVH acceleration for mesh intersections on CPU (must enable BVH per mesh to use acceleration)
  • Fixed uncompressed transcoding of KTX2 and BASIS textures (by @jdswebb )
  • Added support for OpenImageDenoise 2.0 API (adds optional GPU denoiser for path tracing, lightmap baking)
  • Editor:
    • added drag and drop file handling (Windows only): drag model files, or scripts into the editor to open them
    • GLTF export improvements, terrain can be now exported (virtual texture will be baked into multiple smaller images)
    • Terrain blend map can be exported into image file (similar to heightmap export)
    • Light direction visualizer arrows

v0.71.219

10 months ago

Changelog since last release:

0.71.200:

  • Conversation system in character demo (Content/scripts/character_controller/character_controller.lua) fixes for ray tracing backface culling
  • improvements for transparent shadow (transparent materials can also receive transparent shadows in some cases)
  • VRM import small improvements: skin subsurface scattering, disables shadow casting for some face elements to avoid small shadow pixels on face from eyebrows, etc.
  • DDS loading fix for non divisible by 4 dimensions

0.71.209:

  • optimization for cascaded shadow map rendering: all cascades are rendered simultaneously into multiple viewports
  • optimizations for hair particle system, visibility rendering, depth of field, motion blur, screen space reflections
  • fixed variable rate shading classification by motion vector
  • font renderer scaling will be handled better according to current screen DPI
  • Editor font updates:
    • removed yumin japanese font, replaced by Noto Sans CJK font that handles Chinese, Japanese and Koren characters in single font file
    • all font files from Editor/fonts folder will be loaded automatically by the Editor, so user can add new fonts to support new character sets
    • Editor/config.ini can be used to override default Editor font by specifying font = fontfilepath.ttf in the root settings

0.71.219:

  • texture import: common texture formats such as PNG, JPG, TGA, etc. will be automatically compressed to GPU optimal format (can be disabled per material)
  • environment probes will be compressed to GPU optimal format
  • lightmaps can be optionally compressed to GPU optimal format
  • fixed issue on Linux where it will crash on boot while trying to read filename with foreign characters
  • some optimizations for GPU skinning and morph targets
  • graphics API: custom swizzle can be specified per-texture or per-descriptor