Changelog

See progress reports for a showcase of new features.

Version 1.0.4 [2022-05-31]

Filmmaker v0.4.5
  • Replaced Cycles with Cycles X (With OptiX and OptiX denoising)
  • Significantly improved performance of live raytracing render
  • Live raytracing render now automatically updates on certain scene changes (e.g. lighting)
  • Graph Editor is now mostly functional and can be used for animating
  • Added internal Web-Browser which automatically detects and imports downloaded assets
  • Added new project file format (old format is no longer supported)
  • Added reflection probe and lightmap baking
  • Added option to copy/paste and share actors with animation data between projects
  • Added secondary and tertiary viewports
  • Significantly reduce real-time peformance impact of retargeted actors
  • Sky settings have been moved to "sky" actor component to allow animating sky properties
  • Sky overrides and angles can now be previewed in the game viewport
  • Actors and actor components can now be removed
  • Improved asset explorer filter
  • "emission_factor" entry field in material editor is now a color field instead of a simple slider
  • General load and save performance improvements
  • Added quicksave and autosave
  • Added new rebindable hotkey system and default hotkeys
  • Bones can now be animated with transform widgets in 3D viewport
  • Support for volumetric spotlights when rendering with Cycles
  • Generated model asset icons now zoom in and focus on the character head for character models
  • Added IK configs, IK posing and animating with IK
  • Actors can now be right-clicked in game viewport to edit materials directly
  • Fixed timeline zoom issues and improved zooming behavior
  • Fixed incorrect camera FOV values when importing a SFM session
  • Lots of crash, interface, general bug fixes, improvements and QOL changes
    Engine
    • Added support for meshes with more than 65535 vertices
    • Significantly improved asset loading times
    • Added model asset import support for formats: blend, fbx, dae, x3d, obj, abc, usd, pmx (MMD)
    • Assets can now be automatically detected and imported from archive files
    • Added support for Source Engine "Eyes" shader
    • Added support for "$alpha" VMT parameter
    • Added console commands:
      • asset_multithreading_enabled
      • asset_file_cache_enabled
      • render_enable_verbose_output
      • debug_dump_font_glyph_map
      • locale_localize
      • util_convert_cubemap_to_equirectangular_image
      • util_convert_equirectangular_image_to_cubemap
    • Added "-console" launch parameter arguments: "gui", "guid"
    • Console command launch parameters that appear after "+map" are now executed after the map has been loaded
    • Added entity components:
      • game_animation_player, game_animation_recorder
      • func_portal, portal
      • liquid_surface, liquid_volume, buoyancy, surface, liquid
      • weapon_physcannon
      • wireframe_camera
    • Added maps: test_3d_skybox, test_ai_nav, test_fog, test_mirror, test_physics, test_portal, test_water, test_particles
    • Added gravity gun script
    • Added support for rotating GUI elements
    • Added support for UTF8 fonts and localization
    • Added "local view target factor" for controlling character eyes
    • Updated particle system to new renderer
      • Various blob particle improvements
    • Fixed water buoyancy physics
    • Fixed fog not rendering
    • Fixed 3D skybox not rendering
    • Fixed water not rendering
    • Fixed issue where light source could appear as turned on despite being turned off or removed previously
    • Fixed crash when loading models with custom activity names
    • Added Fortress Forever to default mount list
    • Added support for equirectangular skyboxes and sky angles
    • Fixed crash when attempting to export model asset with invalid flex rules
    • Fixed some model meshes not being rendered
    • Maps in new-game menu are now split into native maps and external maps
    • General performance improvements
    • Spot-light inner cone angle has been replaced with blend fraction

    • Spot-light outer cone angle has been changed from half-angle to full-angle

    • prop_dynamic entities no longer spawn with physics
    • General crash fixes and improvements
    Lua
    • Lua-defined component members can now be animated
    • Add "prepared render command buffer" system for issuing multi-threaded render commands
    • Component member flags can now be specified as strings
    • Added Component member meta data information
    • Added function bindings:
      • asset.find, asset.clear_unused, asset.normalize_asset_name, asset.load, asset.reload, asset.precache, asset.is_supported_extension, asset.wait_until_loaded, asset.wait_until_all_pending_jobs_complete, asset.poll, asset.poll_all
      • ents.Entity:GetUri, :GetMemberValue, :SetMemberValue, :DebugPrintComponentProperties
      • ents.EntityComponent:Log, :GetUri, :GetMemberUri, :GetDynamicMemberIndices, :GetStaticMemberCount, :GetMemberIndices
      • ents.ModelComponent:ReloadRenderBufferList, :IsDepthPrepassEnabled, :SetDepthPrepassEnabled, :IsAutoLodEnabled, :SetAutoLodEnabled
      • ents.BaseEnvLightSpotComponent:GetBlendFractionProperty, :GetOuterConeAngleProperty, :GetConeStartOffsetProperty
      • ents.CameraComponent:GetFocalDistance, :SetFocalDistance, :GetFocalDistanceProperty
      • ents.PanimaComponent:DebugPrint, :GetCurrentTime, :SetCurrentTime, :GetCurrentTimeFraction, :SetCurrentTimeFraction, :ReloadAnimation
      • ents.LightComponent:SetLightIntensityType, :SetLightIntensity
      • ents.ReflectionComponent:GetLocationIdentifier, :GenerateFromEquirectangularImage
      • ents.LightComponent:IsBaked, :SetBaked
      • ents.add_component_creation_listener
      • ents.find_installed_custom_components, ents.get_registered_entity_types
      • ents.RenderComponent:IsInPvs
      • ents.TransformComponent:Teleport
      • ents.WorldComponent:RebuildRenderQueues
      • ents.ModelComponent:UpdateRenderMeshes
      • file.is_empty
      • debug.render_mesh
      • game.get_number_of_scenes_queued_for_rendering, game.get_queued_scene_render_info, game.set_gameplay_control_camera, game.reset_gameplay_control_camera, game.get_gameplay_control_camera, game.clear_gameplay_control_camera, game.get_primary_camera_render_mask
      • geometry.calc_rect_circle_touching_position
      • gui.create_render_target, gui.create_color_image, gui.register_default_skin, gui.set_focus_enabled, gui.is_focus_enabled
      • game.DrawSceneInfo:AddSubPass
      • gui.Base:CheckPosInBounds
      • gui.DropDownMenu:FindOptionIndex
      • gui.Element:GetRelativePos, :SetLocalAlpha, :GetLocalAlpha, :IsRemovalScheduled, :ResetRotation, :GetRotationMatrix, :SetRotation, :SetStencilEnabled, :IsStencilEnabled, :SetLocalRenderTransform, :ClearLocalRenderTransform, :DrawToTexture, :GetLocalRenderTransform, :AnchorWithMargin, :ClearFocus, :SetParentAndUpdateWindow
      • gui.Text:GetTextHeight, :UpdateSubLines, :SetMaxLineCount, :GetMaxLineCount
      • gui.Shape:ClearBuffer, :SetShape, :GetBuffer, :SetBuffer, :GetVertexCount
      • gui.WIContextMenu:IsPopulated
      • gui.ProgressBar:SetLabelVisible
      • input.InputBindingLayer, input.add_input_binding_layer, input.get_input_binding_layers, input.get_input_binding_layer, input.remove_input_binding_layer, input.get_core_input_binding_layers, input.update_effective_input_bindings, input.get_effective_input_bindings, input.set_binding_layer_enabled, input.is_binding_layer_enabled, input.is_binding_layer_enabled, input.InputBindingLayer:FindBoundKeys
      • locale.localize
      • math.snap_to_gridf, math.get_power_of_2_values, math.calc_bezier_point
      • math.Mat4.create_reflection
      • math.Quaternion:MirrorAxis
      • math.Transform:ToPlane, math.Transform:Reflect
      • math.Vector2:GetAngle, math.Vector:Reflect
      • Model:GetExtensionData, :GetSubMesh, :FindSubMeshId
      • Model.Mesh.Sub:GetTriangle, :GetIndexType, :SetIndexType, :AddIndex, :SetIndex, :GetIndex, :HasUvSet, :GetExtensionData, :ReverseIndices, IndexType and MaxIndex enums
      • Renamed Model.Mesh.Sub:GetTriangles to :GetIndices
      • panima.Animation.load, :RemoveChannel
      • panima.Channel:Resize, :GetSize, :SetTime, :SetValue, :ClearValueExpression, :GetValueExpression, :RemoveValue, :FindInterpolationIndices, :FindIndex, :RemoveValueRange, :AddValueRange, :SortValues, :GetInterpolatedValue, :FindIndexRangeInTimeRange
      • prosper.blur_texture
      • prosper.RenderTarget:GetColorAttachmentTexture, :GetDepthStencilAttachmentTexture
      • prosper.Window:GetMonitorBounds, :Maximize, :IsMaximized
      • shader.BaseTexturedLit3D:IsDepthPrepassEnabled, :SetDepthPrepassEnabled
      • table.is_empty, table.table_to_map
      • util.File:GetSize, util.import_assets, util.generate_hair_file, util.generate_hair_data
      • udm.is_numeric_type, is_generic_type, is_non_trivial_type, type_to_string, get_numeric_component, lerp, get_numeric_component_count, is_vector_type, is_matrix_type, get_matrix_row_count, get_matrix_column_count, is_array_type, get_class_type, parse
      • input.is_ctrl_key_down, is_alt_key_down, is_shift_key_down
      • udm.Array:ToTable, udm.PropertyWrapper:ToTable, :ToAscii
      • udm.Property:AddValueRange, :RemoveValueRange, :SetValueType, :RemoveValue, :Copy
      • Material:SetLoaded
    • Added classes/enums:
      • util.ThreadPool
      • util.ZipFile
      • gui.DrawToTextureInfo
      • asset.AssetLoadFlags

      • shader.BindState

    • Fixed EntityComponent:GetMemberValue, :SetMemberValue not working correctly for some member types
    • Fixed util.remove not removing all objects in table correctly in some cases
    • Fixed Lua-defined component members of type string not working correctly

     

    Version 1.0.2 [2021-09-13]

    Filmmaker v0.4.3
    • Added options for animating actor properties
    • util_export_asset command can now export retargeted models
    • Fixed depth buffer issues if camera nearZ or farZ is set to 0
    • Fixed some meshes not being rendered when rendering with Cycles/LuxCoreRender

    LuxCoreRender

    • Added volumetric lighting options
    • Added subdivision options for materials
    • Added option for enabling PhotonGI cache

     

    Engine
    • Added new animation system
      • Added animation math expression system
      • Added animation driver system
    • Added entity component member system
    • Fixed translucent objects causing depth rendering issues
    • Fixed eyes_updown / eyes_rightleft flex controllers not working correctly
    • Fixed crash instance when trying to import some Source Engine materials with invalid texture references
    • Fixed crash instance when importing some Source Engine maps
    • Fixed issue where some meshes would appear invisible if the actor has a skin > 0
    • Fixed textures with format ABGR8888 getting imported with swapped color channels

     

    Lua
    • Added new Lua API documentation
    • Added CompositeComponent:GetEntities, :GetRootGroup, :AddChildGroup, :GetChildGroups
    • Added panima library
    • Added ents.EntityComponent:GetMemberIndex, :GetMemberInfo
    • Added util.get_object_hash
    • Added ents.UniversalEntityReference, ents.UniversalComponentReference and ents.UniversalMemberReference
    • Added ents.AnimatedComponent.parse_component_channel_path, :ClearPreviousAnimation, :ReloadAnimation, :AdvanceAnimations
    • Added ents.EntityComponent:GetMemberInfos
    • Added udm.Array:GetArrayType, udm.Element:GetArrayValues, :SetArrayValues, udm.to_json
    • Added type aliases:
      • Entity components can be used in place of entity arguments on C++ function calls
      • EulerAngles and Quaternions can be used interchangeably
      • Vector types can be used interchangeably where applicable

     

    Version 1.0.1 [2021-06-22]

    Filmmaker v0.4.2
    • Improve retargeting performance
    • Fix various retargeting issues
    • General retargeting improvements
    • Update default material hair settings

     

    Engine
    • Added updated Lua documentation and ZeroBrane configuration files
    • Updated "lua_help" documentation database
    • Added "TF2" and "HL1" demo gamemodes
    • Fixed random crashes on some hardware
    • Fixed issue where game could freeze permanently during shutdown
    • Fixed Lua JIT-Compiler not being enabled
    • Fixed importing glTF models saving material files in wrong location
    • Fixed exporting maps not working in some cases when the map name has a "." in the name
    • Fixed crash on startup with certain launch parameters
    • Fixed automatic asset reloading on asset file change not working
    • Fixed issue where Steam locations wouldn't get mounted properly on new Steam installations
    • Added additional crash dump debug information
    • Transitioned AI-nav file-format to UDM system
    • Transitioned Lua documentation file-format to UDM system

     

    Lua
    • Added Skeleton:IsRootBone string parameter overload
    • Added Skeleton:GetBoneHierarchy
    • Added phys.Transform.IDENTITY, :GetAngles, :SetAngles, :GetForward, :GetRight, :GetUp, .x, .y, .z, .pitch, .yaw, .roll, phys.ScaledTransform.IDENTITY
    • Added CompositeComponent:ClearEntities
    • Add EVENT_UPDATE_BONE_POSES and EVENT_ON_BONE_POSES_FINALIZED animated component events
    • Added table.copy
    • Added engine.library_exists
    • Added ents.PlayerComponent:SetFlashlightEnabled, :ToggleFlashlight, :IsFlashlightEnabled
    • General LuaDoc improvements

     

    Version 0.9.15 [2021-05-30]

    Filmmaker v0.4.1
    • Added console commands: pfm_max_fps, pfm_asset_icon_size
    • Added bone visualization to retarget editor
    • Retarget rigs can now be auto-generated from existing rigs if a match can be found
    • Various retargeting improvements
    • Fixed "hair" settings in material editor not working
    • Fixed PFM not showing up in new game menu
    • Fixed material editor and explorer not working properly

     

    Engine
    • Added console commands: udm_validate, asset_clear_unused, asset_clear_unused_textures, asset_clear_unused_models, asset_clear_unused_materials, cache_version_target, loc_reload
    • Added launch option: -audio_api <audioApi>
    • Added game mount priority options
    • Physics engine can now be toggled between PhysX and Bullet
    • Bullet is now the default physics engine
    • Audio engine is now implemented as a module (can be changed in options)
    • Assets are now automatically cleared from memory when not in use
    • Transition particle system format to UDM
    • Fixed entities appearing invisible in some cases
    • Fixed various character animation issues
    • Fixed character eyes not working correctly if entity is scaled
    • Fixed issue where models with a "." in the name could not get imported properly
    • Fixed maps not being rendered if map was compiled without BSP
    • Fixed crash when generating reflection probes
    • Fixed crash when loading map with invalid world model
    • Fixed various crash instances
    • Fixed various shader/rendering issues

     

    Lua
    • Added debug.beep and debug.print
    • Added phys.CollisionObject:SetAlwaysAwake, :IsAlwaysAwake
    • Added math.map_value_to_fraction and math.map_value_to_range
    • Added locale.set_text
    • Added composite and animated2 entity components
    • Added util.DirectoryChangeListener class
    • Added animation.Channel, .Slice, .Animation2, .Pose, .Player classes
    • Added ents.Entity:SetUuid
    • Added ents.RenderComponent:GetRenderModeProperty
    • Added ents.EyeComponent:GetEyePose
    • Added udm.PropertyWrapper:GetChildCount, :HasValue and :ToAscii
    • Added ents.AnimatedComponent:GetLayeredAnimations, :ApplyLayeredAnimations
    • Added game.Model.Animation:GetBoneId
    • Added ents.IteratorFilterModel
    • Added asset.delete, .determine_type_from_extension, .get_legacy_extension, .get_binary_udm_extension, .get_ascii_udm_extension, .determine_format_from_data, .determine_format_from_filename, .matches, .relative_path_to_absolute_path, .absolute_path_to_relative_path, .get_udm_format_extension, .get_asset_root_directory, .exists, .find_file, .is_loaded
    • Added file.find_absolute_path
    • Added new overload for file.remove_file_extension with parameter to specify which extensions to remove
    • Added udm.AssetData:SetData
    • Added gui.find_focused_window, gui.get_primary_window, gui.find_window_under_cursor, gui.get_base_elements, gui.add_base_element
    • Added gui.Element:GetRootElement, :GetRootWindow
    • Added shader.BasePbr base class
    • Added prosper.create_window, prosper.WindowCreateInfo and prosper.Window classes
    • Fixed ents.Entity:SetEnabled Lua binding not behaving correctly in certain cases
    • Scripts loaded with lua_exec and lua_exec_cl now auto reload when changed (Unless"nocache" argument is set)
    • util.register_class now defines a default constructor and tostring method
    • util.register_class now returns class object (or nil) instead of boolean

     

    Version 0.9.14 [21-04-16]

    Filmmaker
    • Added animation and flex retargeting system
    • Transform widget can now be toggled between world/local/view space
    • Added basic posing and animating capabilities
    • Improved hair rendering quality with LuxCoreRender
    • Added hair configuration options to material editor
    • Added live raytracing preview
    Engine
    • Added "util_export_asset" option to export assets to Source Engine model/material/texture format with optional fake pbr conversion
    • Transitioned asset file formats to UDM system
    • Added console commands: "udm_convert", "save", "crash", "debug_render_memory_budget" and "debug_render_memory_stats"
    • Exporting model with glTF exporter now includes additional UV sets (such as lightmap UVs)
    • Fixed rare random deadlock issue
    • Added entity UUIDs to uniquely identify entities
    • Added additional crash dump debug information
    Lua
    • Added asset.get_supported_extensions, asset.export_texture_as_vtf, asset.TYPE_MAP
    • Added ents.GetUuid, ents.AttachableComponent:GetBone
    • Added Quaternion:Distance
    • Added class ents.IteratorFilterUuid
    • Added udm library
    • Added game.get_material
    • Added util.BSPTree.Node:GetIndex
    • Added game.Material:Reset
    • Added game.Model.Animation.Load, game.Model.FlexAnimation.Load
    • Added game.Model.Mesh.Sub:Copy
    • Added game.Model.Animation:GetBoneId
    • Added game.Model.Eyeball:GetUpperLidFlexIndices, :GetUpperLidFlexAngles, :GetLowerLidFlexIndices, :GetLowerLidFlexAngles, :GetUpperLidFlexIndex and :GetLowerLidFlexIndex
    • Added game.Model.FCOPY_BIT_FLEX_ANIMATIONS flag
    • Added ents.ModelComponent:GetBodyGroups, :SetBodyGroups
    • Added ents.AnimatedComponent:GetBaseAnimationFlags, :SetBaseAnimationFlags, :GetLayeredAnimationFlags, :SetLayeredAnimationFlags, ents.AnimatedComponent:SetAnimatedRootPoseTransformEnabled, :IsAnimatedRootPoseTransformEnabled, :AddRootPoseBone, :SetRootPoseBoneId, :GetRootPoseBoneId and ents.AnimatedComponent.FPLAYANIM_LOOP
    • Added ents.LightComponent:SetMorphTargetsInShadowsEnabled, :AreMorphTargetsInShadowsEnabled, .BakeSettings.globalLightIntensityFactor and .import_lightmap_atlas
    • Added ents.ReflectionProbeComponent:GetIBLMaterialFilePath, :CaptureIBLReflectionsFromScene and :RequiresRebuild
    • Added prosper.ImageCreateInfo:FLAG_ALLOCATE_DISCRETE_MEMORY_BIT, FLAG_DONT_ALLOCATE_MEMORY_BIT, FLAG_SRGB_BIT, FLAG_NORMAL_MAP_BIT
    • Added prosper.Image:IsSrgb, :IsNormalMap, :SetSrgb, :SetNormalMap and :Convert
    • Added prosper.Mesh:ClearBuffers
    • Added ents.LightMapComponent:SetLightmapAtlas
    • Added ents.RenderComponent:ClearBuffers
    • Removed game.Model.Eyeball:GetUpperFlexDesc, :GetLowerFlexDesc, :GetUpperTarget, :GetLowerTarget, .lowerLidFlexDesc and .upperLidFlexDesc

     

    Version 0.9.13 [2021-03-14]

    Filmmaker
    • Fully integrated LuxCoreRender
    • Added support for transparent backgrounds/skies when rendering with LuxCoreRender
    • Added new render tool commands (LuxCoreRender only):
      • preview: Creates a preview image of what's been rendered so far and opens it in the default image program
      • pause: Pauses the current render
      • resume: Resumes the current render
      • stop: Stops the render and uses what's been rendered so far to generate the final image
      • suspend: Creates a .rsm-file, which can be used to continue the render at a later date
      • export: Exports the entire scene in a LuxCoreRender format (including models and textures), which can be used to render it with the standalone LuxCoreRender program
    • Fixed issue where importing textures via drag-and-drop would not generate mipmaps
    Engine
    • Updated build instructions
    • Morph targets now affect shadows
    • Increased bone limit from 512 to 1024
    • Added console commands "strip_weapons" and "cl_render_frustum_culling_enabled"
    • Reduced number of entities with unnecessary tick/logic events to improve performance
    • Characters now blink if no eyeballs are defined in the model, but blink flex controllers exist
    • Added UDM data format for unifying asset file formats
    • Fixed issue where viewmodel entities would use incorrect field of view
    • Fixed viewmodel not appearing in some cases if viewmodel was changed after weapon was deployed
    • Changed entity component net event system so net events no longer have to be registered on the server before they are registered on the client
    • Merged cengine with client library and engine with shared
    Lua
    • Removed gamemode system and replaced it with gamemode entity components
      • Allows changing gamemodes on the fly, as well as running multiple different gamemodes at the same time
    • Added "player" and "gamemode" entity component types (and sub-directories)
    • All entity components can now have individual tick/logic events instead of relying on the logic component
    • Added udm library for loading/saving/working with udm assets
    • Added ents.ModelComponent:GetBodyGroups and :SetBodyGroups
    • Added math.Quaternion:Distance
    • Added ents.PhysicsComponent:EnableCollisions, :DisableCollisions, :SetCollisionsEnabled, :SetSimulationEnabled and :IsSimulationEnabled
    • Added ents.CharacterComponent:SetMoveController and :GetMoveController
    • Added util.DataStream:WriteVertex, :ReadVertex
    • Added Vector:GetYaw and :GetPitch
    • Added util.generate_uuid_v4
    • Added ents.register_component_net_event
    • Added ents.AttachableComponent.FATTACHMENT_MODE_FORCE_TRANSLATION_IN_PLACE, FATTACHMENT_MODE_FORCE_ROTATION_IN_PLACE and FATTACHMENT_MODE_FORCE_IN_PLACE

     

    Version 0.9.12 [2021-02-08]

    Filmmaker
    • Added support for rendering with LuxCoreRender
    • Added fur rendering options with LuxCoreRender
    Engine
    • Massive general performance improvements
    • Added automatic rendering instancing system
    • Added flex animation system
    • Added new bloom/glow implementation
    • Added lightmap baking with Cycles
    • Added console commands debug_render_octree_dynamic_find, debug_render_stats, render_vsync_enabled, render_draw_static, render_draw_dynamic, render_translucent, cl_render_shadow_lod_bias, render_queue_worker_thread_count, debug_textures, sky_override, render_queue_entities_per_worker_job, render_queue_worker_jobs_per_batch, render_instancing_threshold and render_instancing_enabled
    • Fixed issue where camera would move upwards continuously in fullscreen windowed resolution mode
    • Fixed first LOD being skipped when importing Source Engine models
    • Fixed model LODs not working
    • Fixed various crash bugs
    • Fixed bone scaling not working correctly in some cases
    Lua
    • Added ents.RenderComponent:GetLocalRenderBounds, ents.RenderComponent:GetLocalRenderSphereBounds, ents.RenderComponent:GetAbsoluteRenderBounds, ents.RenderComponent:GetAbsoluteRenderSphereBounds, ents.RenderComponent:SetLocalRenderBounds, ents.RenderComponent:ShouldCastShadows, ents.RenderComponent:ShouldDraw, ents.RenderComponent:ShouldDrawShadow, ents.RenderComponent.EVENT_ON_RENDER_MODE_CHANGED and ents.RenderComponent.EVENT_UPDATE_INSTANTIABILITY
    • Added util.DataBlock:GetVector2
    • Added game.Material.detail_blend_mode_to_enum and game.Material.DetailBlendMode enums
    • Added ents.SceneComponent:GetRenderQueue, ents.SceneComponent:BuildRenderQueue and ents.SceneComponent.CreateInfo
    • Added math.Vector:ToScreenUv
    • Added game.set_default_game_render_enabled, game.is_default_game_render_enabled, game.render_scenes, game.set_debug_render_filter and game.update_render_buffers
    • Added game.RENDER_FLAG_TRANSLUCENT_BIT
    • Added util.ImageBuffer:SwapChannels
    • Added prosper.get_api_identifier, prosper.get_api_abbreviation, prosper.wait_for_current_swapchain_command_buffer_completion, prosper.create_primary_command_buffer and prosper.create_secondary_command_buffer
    • Added prosper.CommandBuffer:Flush
    • Added game.DrawSceneInfo.FLAG_FLIP_VERTICALLY_BIT, game.DrawSceneInfo.FLAG_DISABLE_RENDER_BIT and game.DrawSceneInfo.flags
    • Added classes game.RenderQueue, game.DepthStageRenderProcessor, game.LightingStageRenderProcessor, shader.GameWorld, game.Model.FlexAnimation and game.Model.FlexAnimation.Frame
    • Added ents.ModelComponent:SetMaxDrawDistance, ents.ModelComponent:GetMaxDrawDistance and ents.ModelComponent.EVENT_ON_RENDER_MESHES_UPDATED
    • Added ents.AnimatedComponent:AreSkeletonUpdateCallbacksEnabled, ents.AnimatedComponent:SetSkeletonUpdateCallbacksEnabled, ents.AnimatedComponent.EVENT_ON_SKELETON_UPDATED, ents.AnimatedComponent.EVENT_ON_BONE_MATRICES_UPDATED and ents.AnimatedComponent.EVENT_ON_BONE_BUFFER_INITIALIZED
    • Added util.BSPTree:FindLeafNodesInAABB
    • Added ents.LightmapComponent.bake_lightmaps, ents.LightmapComponent:SetExposure, ents.LightmapComponent:GetExposure, ents.LightmapComponent:GetExposureProperty and ents.LightmapComponent.BakeSettings
    • Added ents.FlexComponent:PlayFlexAnimation, ents.FlexComponent:StopFlexAnimation, ents.FlexComponent:GetFlexAnimationCycle, ents.FlexComponent:SetFlexAnimationCycle and ents.FlexComponent:SetFlexAnimationPlaybackRate
    • Added game.Model:GetFlexAnimations, game.Model:GetFlexAnimationNames, game.Model:GetFlexAnimationCount, game.Model:AddFlexAnimation, game.Model:LookupFlexAnimation, game.Model:GetFlexAnimation, game.Model:GetFlexAnimationName, game.Model:ClearFlexAnimations, game.Model:RemoveFlexAnimation, game.Model.AddFlexControllerId, game.Model.SetFlexControllerValue, game.Model.LookupLocalFlexControllerIndex, game.Model:GetLOD and game.Model.Mesh:RemoveSubMesh
    • Added game.RasterizationRenderer:ReloadPresentationRenderTarget
    • Added file.to_relative_path
    • Added geometry.calc_point_on_triangle and geometry.calc_triangle_area
    • util.save_image now has an option for saving cubemap textures
    • Removed ents.SceneComponent:PrepareRender, ents.TransformComponent:GetPosProperty, ents.TransformComponent:GetRotationProperty, ents.TransformComponent:GetScaleProperty, game.draw_scene, ents.RenderComponent:GetRenderBounds, ents.RenderComponent:SetRenderBounds, ents.RenderComponent:GetRenderSphereBounds, ents.RenderComponent:GetRenderModeProperty, ents.RenderComponent:SetDepthBias, ents.RenderComponent:GetDepthBias, game.DrawSceneInfo.flipVertically and ents.RenderComponent.RENDERMODE_AUTO
    • Changed parameters of ents.SceneComponent:Render and ents.RenderComponent:UpdateRenderBuffers

     

    Version 0.9.11 [2020-11-11]

    Filmmaker
    • Cycles render settings are now saved with the project
    • Changed frame render order when rendering animations with external render tool for easier quality control
    • Added support for detail maps when rendering with Cycles
    • Fixed emission textures having no effect when rendering with Cycles
    • Fixed IOR value being set improperly when opening material in material editor
    • Fixed material editor not updating properly when switching to a different material
    • Fixed HDR output format not working properly when rendering with Cycles
    • Changed default gamma correction value when rendering with Cycles to 2.2 (was 2.4 before)
    Engine
    • Added support for $detail, $detailscale, $detailblendfactor, $detailblendmode and $detailtint VMT parameters
    • Added CS: GO to default game mount list
    • Fixed issue where entities with morph target animations would get visually corrupted if they were made invisible and then visible again
    • Fixed issue where ingame cursor position would mismatch actual cursor position in fullscreen windowed resolution mode
    • Fixed issue where camera would move upwards continuously in fullscreen windowed resolution mode
    Lua
    • Replaced class game.Scene with ents.SceneComponent
    • Added ents.SceneComponent.OcclusionCullingMethod enums
    • Added game.Material.DetailBlendMode enums
    • Added game.Material.detail_blend_mode_to_enum
    • Added ents.SceneComponent:SetOcclusionCullingMethod
    • Added game.Model:GetBodyGroupMesh
    • Added game.Material:SetShader
    • Added ents.Entity:GetBodyGroup and :SetBodyGroup overloads for body group IDs
    • Added ents.BaseEntityComponent:Save, ents.BaseEntityComponent:Load and ents.BaseEntityComponent:Copy
    • Added ents.Entity:RemoveFromAllScenes and ents.Entity:AddChild
    • Added debug.breakpoint (Only available if -luaext was specified in the launch options)
    • Added math.Mat4:ApplyProjectionDepthBiasOffset
    • Added ents.RenderComponent:SetReceiveShadows and ents.RenderComponent:IsReceivingShadows
    • Added ents.EyeComponent:ClearViewTarget
    • Added util.DataBlock:GetVector2
    • Renamed game.create_scene to ents.create_scene
    • util.remove now has a second argument for removing objects safely (if available)
    • toboolean and toint now accept numbers and booleans as arguments
    • Changed parameter order of ents.create_prop

     

    Version 0.9.10

    Filmmaker
    • Added Cycles option for setting the number of frames to the end of a clip or session
    • Render jobs now take up a lot less disk space for animations (static geometry is now stored shared instead of every frame)
    • Slightly improved overall rendering speed
    • Fixed rendering taking up your entire CPU resources when rendering with your GPU
    • Fixed an issue where rendering several times consecutively could slow your PC down to a crawl
    • Fixed VR renders being flipped horizontally
    • Fixed a denoising issue which caused less than optimal denoising quality
    • Fixed issue where the tiles in the final image would have mismatching sample counts and some tiles would be lower quality as a result
    • Fixed render preview not being interactable when rendering VR images
    • Fixed potential crash when doing a preview render with the Vulkan renderer being used
    Engine
    • Minor occlusion culling performance optimizations
    • Greatly improved reflection probe rendering speed
    • Fixed issue where entities would get rendered with error materials if their skin would exceed the max skin count of their model
    • Fixed bone scaling not working correctly
    • Fixed massive performance hit for light sources that cast shadows in the past, but had shadow casting disabled
    • Fixed BSP occlusion culling not working for imported Source Engine maps
    • Fixed meshes not being rendered if entity skin exceeds maximum skin count
    • Improved lightmap implementation
    • Various minor bug fixes and improvements
    • Improved loading times when starting a game
    Lua
    • Added class util.Version
    • Added exec
    • Added ents.create_prop
    • Added ents.AnimatedComponent:SetBindPose and ents.AnimatedComponent:GetBindPose
    • Added ents.LightMapComponent:UpdateLightmapUvBuffers, ents.LightMapComponent:ReloadLightmapData and ents.LightMapComponent:SetLightmapAtlas
    • Added ents.LightMapReceiverComponent:UpdateLightmapUvData
    • Added gui.Element:InjectMouseClick and gui.Element:InjectKeyPress
    • Added ents.Entity:IsDisabled and ents.Entity:IsTurnedOff
    • Added util.Path:CreateFilePath and util.Path:CreatePath
    • Added ents.MapComponent:GetMapIndex
    • Added ents.AnimatedComponent:PlayAnimation overloads for playing animations by id
    • Added util.DataBlock:ToString
    • Added game.Model.Frame:Copy, game.Model.Skeleton.Bone:IsAncestorOf and game.Model.Skeleton.Bone:IsDescendantOf
    • Added math.calc_average_rotation
    • Added file.strip_illegal_filename_characters
    • Added game.Model.Mesh:GetReferenceId
    • Added game.Model.Mesh.Sub:FlipTriangleWindingOrder, :SetVertexCount, :SetIndexCount, :AddUVSet, :GetUVSetNames, :SetVertexTangent and :HasUVSet
    • Added string.hash
    • Added new overload for game.Model.Mesh.Sub:GetUVs:SetVertexUV:GetVertexUV with UV set parameter
    • Changed argument format for util.pack_zip_archive
    • Renamed ents.AnimatedComponent:GetBindPose to ents.AnimatedComponent:GetBoneBindPose
    • util.remove now accepts a table as argument
    • file.write now automatically creates the file path if it doesn't exist
    • File write operations now accept paths that include "addons/<addonName>/" as prefix