Releases: pablogalve/TurboX-Engine
Releases · pablogalve/TurboX-Engine
TurboX-Engine v0.7.41
Added:
- GIFs added to README to introduce the project to new people easily
Modified:
- Cleaning code
- Upgrade engine version on Continuous Deployment
- Upgrade traffic workflow's version
Fixed:
- Hierarchy parenting is displayed correctly [fix #11]
- Press F to LookAt selected GameObject (It wasn't working as expected)
TurboX-Engine v0.6.33
Added:
- Smoke has its own ParticleModule template.
- Smoke, Firework and CustomParticle can be created by calling to a simple function.
Modified:
- Inspector has a more organized structure for the particle system.
- Particle System has been optimized to use less resources.
Fixed:
- [bug fix] Smoke/Firework updating inspector GUI correctly (Before it wasn't correctly updated).
- [bug fix] Play/Pause/Stop are working correctly for the fireworks (before the time management didn't affect the fireworks).
TurboX-Engine v0.6.32
Added:
- Feature Request Template
- Bug Issue Template
TurboX-Engine v0.6.31
Added:
- Fireworks: Pressing 1 will spawn fireworks with rainbow colors.
- Firework is a new class.
- Smoke comes out from 2 chimneys in the default scene.
- Particles accept transparency for their texture.
Modified:
- Particle System structure updated: Now we can create particle emitter prefabs.
Fixed:
- Particle Emitters spawn at correct position (Before they were always initialized at position {0, 0, 0}.
TurboX-Engine v0.6.30
Added:
- Continuous Integration & Deployment: Commits on master branch generate builds and deploy them on github releases).
- Particle System: Functional version.
- Particle System: Particle Re-spawns are done using object polling for optimization.
- Inspector: Update particle emitter settings (Particle size, color, speed, direction, variation).
- Billboard: Screen Align setting added.
- Particles can have textures.
- Create empty gameObjects.
- A new button in the inspector to create components from there.
Fixed:
- When you select a gameObject, the inspector only shows active components for that gameObject (before it showed all the components, even inactive ones).
TurboX-Engine v0.5
Added:
- Reparenting objects in the hierarchy
- Component Material added to inspector
- Saving improved
- Mouse picking bug fixed
- Delete gameObjects from hierarchy improved
- Added new FBX models
TurboX-Engine v0.4
Added:
- Translate, rotate and scale gameObjects
- Save into a .json file functionality
- Custom format (.turbox) to load meshes
- Module Resources to manage meshes, textures and models
- All objects and components have a universally unique identifier (UUID)
- Raycasting
Fixed:
- Bug fixes
- Code optimizations
TurboX-Engine v0.3
Added:
- Transform, rotate and scale gameObjects
- Configuration set by config.json
- Custom file format to load FBX
- Frustum Culling
- Play & Pause
- Bounding Boxes
- Camera Component
- GameObjects load with correct file name
TurboX-Engine v0.2
Added:
- Face and Vertex normals
- Checkers texture
- Delete gameObjects from hierarchy
- Create basic shapes (Cube, sphere, pyramid, cone, cylinder, plane)
- Rename gameObject
- Group meshes from the same FBX in one empty gameObject
- Styling (Dark, Light and Classic)
- Loading meshes using File System
TurboX-Engine v0.1
Added:
- Model Import + Drag & Drop
- Texture Import + Drag & Drop
- GameObjects (Hierarchy and Components)
- Unity-like camera controls
- Editor tools (main menu and windows)