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Added first simple support for offscreen render targets, render passes and render layers.
It is possible to add render passes, render targets, render buffers and render layers as individual objects.
Render passes contain references to the render layers which they render.
A render layer can contain other render layers, nodes and mesh nodes which are rendered when the render layer is rendered.
The contents of a render layer are determined via tags: the render layer has a property "Renderable tags" which can contain any number of tags.
Nodes, materials and render layers also have a property "Tags" which can contain any number of tags (also cameras, but those tags are currently unused).
If a tag in a nodes "Tags" property matches a tag in the render layers "Renderable tags" property, the node and all its children are added to the render layer.
If a tag in a render layers "Tags" property matches a tag in another render layers "Renderable tags" property, the former render layer is added to the latter render layer.
Each tag in the "Renderable tags" list has also an order index.
All renderables in a render layer are rendered in the order given by the order index.
If a renderable is added to a render layer more than once with different order indices, a scene warning is displayed.
The render layers also contain a property "Material Filter Tags" and a property "Incl./Excl. Material Filter".
Those properties can be used to include or exclude mesh nodes based on the materials they use:
If "Incl./Excl. Material Filter" is set to "Include materials with any of the selected tags", the render layer renders only mesh nodes if they use a material whose "Tags" property contains a tag which matches any tag in the render layers "Material Filter Tags" property.
If "Incl./Excl. Material Filter" is set to "Exclude materials with any of the selected tags", the render layer renders only mesh nodes if they do not use a material whose "Tags" property contains a tag which matches any tag in the render layers "Material Filter Tags" property.
Added error items for broken links ending on valid properties. Only one combined error item is created for each object.
Added deselection in the UI - just click on an empty space in the Tree View
Added dragging and dropping external objects as external reference - hold the Alt key while drag and dropping
Limit number of entries in recent file menu to 10. Recent file menus longer than 10 entries will be truncated after loading a project.
Added selective import of glTF Assets. Before importing a glTF file you will be able to select/deselect individual parts of the glTF scenegraph (right now only nodes & meshes).
Changes
Update from ramses-logic 0.7.0 to ramses-logic 0.9.1
Update from ramses 27.0.105 to ramses 27.0.111
!!!!!WARNING!!!!! The new Ramses version has changed order of transformations (previously: first rotation, then scaling, then translation. Now first scaling, then rotation, then translation). This may affect nodes with non-zero rotations and non-uniform scaling.
Improved copy-paste handling in the GUI.
The "Paste" context menu will now be disabled in the tree views depending on the types of objects about to be pasted.
Changed "Paste" context menu item in the Resource tree view to "Paste on Top Level".
Copy-pasting will prefer Scenegraph objects over Resources, e.g. a deep-copied MeshNode that references a Mesh will not be pasteable in the Resources tree view, vice versa with deep-copied PrefabInstances that reference a Prefab.
The "U/V Origin" property for Textures has been replaced by a "Flip Vertically" flag.
Textures that had their origin set to "Top Left" in previous project versions will have the origin flip flag enabled.
Importing meshes is now done by tinyGLTF instead of Assimp.
!!!!!WARNING!!!!! Textures that are based on CTM mesh UV coordinates may have to be explicitly flipped by hand.
!!!!!WARNING!!!!! Shaders that rely on UV coordinates may have to be recompensated due to Assimp flipping the V coordinate.
Don't create engine objects for Prefabs contents.
Make the default resource subfolders configurable via the preferences.ini file and the preferences dialog.
Removed DirectX fallback texture. All fallback textures will use the OpenGL-based image now.
Fixes
Paths in the recent file menu that are not accessible (either deleted file or no read access) will not be openable in the menu anymore.
Project files that the user is not allowed to read will not be attempted to be loaded anymore.
The "Copy" and "Paste" menu entry in the Edit menu is not enabled all the time anymore.
Fixed "Paste" menu entry in the Edit menu not working anymore when the current layout contains no Tree Views.
Prevent "paste as external reference" from creating duplicate links when pasting the same objects repeatedly.
Prevent paste from sometimes dropping links incorrectly when pasting into existing object.
Don't log error messages when trying to read empty files.
"Create node" context menu item now generates only a single undo stack entry instead of separate "create" and "move" entries.
Fix crash when pasting PrefabInstances containing LuaScripts which are based on external reference Prefabs.
Caused by incorrect modification of the LuaScript URIs during paste.
Old files will contain incorrect URIs. These are repaired automatically during load and warnings will be logged to the console.
Projects which cause "Rewrite URI property..." warnings during load should be saved to avoid these warnings in the future.
Fix external reference update to correctly handle simultaneous scenegraph move and node deletions in all situations.
Fix prefab update to handle simultaneous scenegraph move and node deletion correctly.
Reduce memory usage when creating undo stack entries in scenes with many links.