Engine:
+ Added new bgfx renderer, with most code generated by Claude (Sonnet 4.6, Opus 4.7, Sonnet 5.5, and Opus 5.5) - uses deferred pipeline with a separate forward pass for transparent objects, only OpenGL is available at this time
+ Added tag class: render_model [mode] - used to store model/mesh data to be rendered in 3D space
+ Added tag class: sky_atm_parameters [skya] - used to configure basic sky and atmosphere parameters (ie, fog, sun position/angle, ambient light)
+ Added tag class: camera [camr] - used to configure basic camera parameters (projection type, FOV, clipping)
+ Added tag class: tile_map [tilm] - used to display a grid of preconfigured tiles in 3D or 2D space
+ Added tag class: tile_set [tils] - used to provide tiles usable for a given tile map
+ Added tag class: model [hlmt] - currently unused
+ Added tag class: shader [rmsh] - used to create custom shaders (either surface or raw)
+ Added tag class: shader_program [rmsp] - used for custom shaders in OGRE only
+ Added support for object and scenario scripts - currently only supports C++, any scriptable tag can have one script class attached
+ Added transform gizmo - displayed in editing tools and engine to allow for objects to be repositioned and rotated
+ Added grid gizmo - visual gizmo used to indicate base height level
+ Added 3D cursor gizmo - used to visualize 3D cursor location
+ Added basic shadow support (ogre)
+ Added scenario load screen - displayed when loading a scenario
+ Added init_world_state command - Used to initialize a new world state
+ Added "compiling shaders" dialog, displayed only under bgfx when default shaders are being compiled
+ Added support for "surface shaders" - simpler shader programs with pre-defined input/output parameters
+ Added support for fully custom shader programs - requires C++ code to use and should generally only be needed in very specific cases
+ Added support for spot, point, and directional lights (bgfx)
* Light [ligh] tags are now implemented
* Discord integration reintroduced via Discord Game SDK
* Win32 menu bar is now hidden by default, can be re-enabled in config for now, though it may be removed in the future
* Font packages are now loaded automatically, rather than relying on font_table.txt
* Engine extensions can now register custom tag classes
* Engine extensions can now perform tag postprocessing
* Engine now tracks TPS (ticks per second) for previous 10 seconds, 1 minute, and 5 minutes
* Renamed h2print command to old_print (h2print remains as an alias)
* Director now has springiness/bouncing by default, can be disabled selectively (movement, turning, zooming) or entirely
* Ogre debug output is now written to ogre_debug report file
* Updated Ogre to 4.0.0 dev build
* Fixed a possible crash caused by console updating output from a different thread other than render thread
* Fixed an issue where debug director could sometimes "jump" unexpectedly when first capturing mouse input
* Fixed an issue where console would add blank/invalid entries to history when using tab completion
* Fixed an issue where console would not display multi-line messages correctly
* Render model tags now support tangent and bitangent data
* Render model tags now support a default scale modifier - used to alter a model's base scale, ideal in cases where imported models are too small/too large
* Various internal refactoring
* Various other bugfixes
- Removed support for ascii tag fields
- Removed native D3D11 renderer and related code
- Removed original bgfx renderer and related code
- Removed imgui-based halo( prompt
- Removed the following imgui debug tools: d2d_test, bgfx_test, geometry_test, render_stack_editor, gl_shader_editor
- Removed dx_render_target_clear console command - modify the render_target_clearing global instead to change this setting
- Removed eula.dll
Guerilla:
+ Added Run Tool Command window (not yet usable, very wip)
* Minor visual improvements to firstboot dialog
* Tag Designer now exports headers which are able to be natively used by engine extensions and C++ projects
* Float/Real fields now use QSpinBox controls by default
* Other changes/fixes
Sapien:
+ Added scenario palette editor - allows direct configuration of scenario object palettes
+ Added "Toolbar" window - currently just allows for simpler object placement without manually configuring palettes
* Scenario loading dialog no longer has a 1 second delay between loading stages
* Sapien now prompts for a project on startup
* Sapien now only allows for scenarios within the current project to be loaded
* Other changes/fixes
Tool:
+ Added generate-script-project command - generates a Visual Studio solution and Visual C++ project for the current Blamite project
+ Added generate-game-stub-project command - generates an internal Visual C++ project used to build a Blamite game
+ Added build command - used to build the game for a particular configuration and platform
+ Added parse-scripts command - used to scan for any valid C++ script classes within the current project, used to allow editing kit to be aware of available scripts
+ Added list-projects command - displays a list of all detected projects
+ Added choose-project command - selects a project from its ID in list-projects
+ Added render-model command - imports a mesh as a render_model tag
+ Added set-project-root command - sets a project root directory manually (prefer choose-project instead as this may be removed in the future)
+ Added bulk-import-model-folder command - unused
* Other changes/fixes
Editing Kit (All tools):
* Color configuration fields now display a color picker
* Tab document mode now works properly
* All applications now require a project to be loaded (Guerilla, Sapien, Foundry prompt for a project - Tool can set a project using set-project-root or choose-project commands)
* Projects can now create and manage their own tag classes (and they no longer require manual tag class registration)
* Other changes/fixes
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