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  5. * Fixed font issues with Midnight 7.3, Midnight/Daylight 7.2, Midnight/Daylight 7.1, Midnight 7, and Midnight themes - Removed Killerteddy
  6. Version 1.0.0

    9 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  7. + Added Chests + Added Lava + Added Hammer - Primary tool for building, will replace direct building entirely in the future + Added Lemon + Added Dirt + Added Stone + Added Wood + Added /setspawn command (not yet functional) + Added interaction hints - used to display useful hints next to cursor when highlighting over certain objects + Added footstep sounds for most tiles + Added rain sounds + Added underground world type, with several world features + Added several player environmental effects (cold breath particles in Taiga biomes, water drops when in water or recently emerged from water, sweat drops when in hot/humid biomes) + Added female human character textures + Added early support for player-created structures (no collision, exteriors only) * World generation improvements * Modified how terrain is used internally * Worlds now specify a world format version - will be used to detect major breaking changes to how world data is stored in order to maintain backwards compatibility with old worlds * Worlds now have support for sub-worlds - A typical world is now referred to as a "Master World", which can support any number of worlds within it (ie, overworld, underground, multiple worlds at once for things such as servers in the future) * Human character now has underwear, which can be colored in character editor and can be modified by environment status (certain colors will become slightly transparent when wet) * Human character now has improved default color scheme * Improved dirt cliff textures * UI style is now slightly cleaner * Various bugfixes * Various other changes
  8. Some of you may have noticed that the Elaztek Studios website has been offline for a few days. Unlike some other past outages, this wasn't because of some internal server problem or some kind of migration. Unfortunately, the Elaztek website was subject to a security exploit - and the outage was us locking everything down to ensure everything is cleaned up and in working order before opening it back up again. If you don't care about the details of the hack, here's the key bits of information: No real damage appears to have been done, and our logs and analysis suggest that the attacker did not have the chance to actually perform any malicious action It is still theoretically possible that the attacker was able to view and access sensitive areas, including user accounts - as such, you may wish to reset your password both here, and on any other sites that also have the same password The exploit in question has been patched, and we've made several changes to limit potential future damage going forward If that's all you cared about, feel free to stop reading here. If you're interested in the exploit itself and what actually went down, as well as details of what we've done to lock things down - the rest of this announcement is for you. The Attack On July 11th, at 7:39 PM, I received an email regarding my own elaztek.com account, where someone had requested a password reset. A bit before 8PM, I noticed this and was initially amused - but still went ahead and made sure I could login and such. I was able to, and clicked around in the AdminCP a bit before heading to the frontend of the website - where I noticed I was now logged out. Returning to the AdminCP, I was now signed out - and unable to sign in. At 7:58 PM, I received another email - saying that I had logged in from another device. Uh oh. At this realization, I immediately hard reset the entire webserver - and then, upon it coming back online, I locked it all down from that point until today, the site has been sending out an HTTP 403. Upon further research, it appeared that the issue was due to a vulnerability within the forum software we use - one that had actually been patched some time ago, but I had neglected to update the software. At this realization, I attempted to upgrade the elaztek.com site - but ran into some technical issues with the upgrader, so I left it locked down. I was, however, able to upgrade the Chaotic United website - which was running the same software. After that was done, with being late in the night and having work the following day - and me already being tired before all of this, I left elaztek.com offline and went to bed. The following morning, I did some further research, and found a webpage documenting the vulnerability - all but confirming this is what happened. The previous night I had checked traffic from this IP address, and noticed it was making a large number of requests to the store application - and this exploit was in fact with that very store application. It was one of the classic blunders - input that wasn't properly sanitized, allowing for SQL injection. That page can be seen here. As of last night, I was able to successfully get elaztek.com upgraded - I could have then likely turned things on and called it a day, however I wanted to wait until today to get a few other things sorted out first. Locking Down So - what did we do to secure things down, exactly? Well - I won't go into everything, but some of the key highlights (besides upgrading the website, of course) include: Restricting the AdminCP to specific IP addresses only Rolling back the MySQL database to earlier in the day, prior to the attack Ensuring that MySQL credentials are not used for multiple websites/databases to eliminate the possibility of cross-site SQL attacks Permanently blocking the IP address of the attacker (isn't super useful since VPNs exist, but hey - can't hurt) Testing the previous exploit ourselves, with the site software updated - the exploit is in fact patched If any of you have any questions or concerns about this, feel free to reach out either here on the site, or on our Discord.
  9. * News & Announcements links posted to social media will now display the image for the announcement, rather than a generic social media logo image * Updated default social media banner image to use new logo - Removed Killerteddy
  10. Engine: + Added tag class: light [ligh] + Added tag class: material [mat] + Added tag class: scenario [scnr] + Added tag class: cache_file_resource_data [zone] (equivalent to cache_file_resource_gestalt) + Added ogre scene editor utility (imgui) + Added real console again (for the first time since the DX11 render woot - open with ~) + Added "cool magic numbers" + Added coordinates display + Added extremely basic extension system + Added option to tie director camera turning to game tick - defaults to off since it seems to cause more problems than it solves at present + Added placeholders for accessing engine and user folders * Fixed tag block, bitfield, and enum fields not being generated properly in plugins - the opening node was closed within the same node, rather than staying open and properly containing its children * Fixed a crash during shutdown caused by event listeners being deleted prior to being unregistered * Director now has separate horizontal/vertical look sensitivity options, rather than a single sensitivity for both * Decreased director near clip distance * Improved engine logger performance * Implemented OGRE-next 2.3 renderer * Changed Fieldset version to 5 * Data reference fields have been increased in size, with new value hints (a 4-character string that can be used to identify the data being stored, only used in Editing Kit for now), and 8 bytes of reserved space for future use - Removed standalone OpenGL renderer - Removed standalone Vulkan renderer - Removed bgfx renderer Guerilla: + Added support for vector2, vector3, and vector4 fields + Added support for color fields + Added support for fieldref fields - These are fields which allow tags to self-reference other fields within a tag + Added a warning dialog when closing a modified tag + Added support for "input hints" to some fields - this is a piece of text that will display to the right of some fields, indicating valid input + Added support for opening the game viewport, currently used for previewing material changes in real-time + Added Tag Designer - A new visual, drag-n-drop editor for creating and modifying tag definitions * Fixed "Editing Compiled Tag" warning being present in a newly created tag * Fixed a crash when opening certain tags (seemed to be tags that weren't part of a project) * Renamed float32 field to real * Changing any tag field will mark the tag as having been modified * Fixed a bug where closing tool windows (output, style editor, explorer bar) with the X button on the window itself would not properly update the check state in the View menu * Improved classic theme styles for tag blocks and comments * Fixed several fields not having their UI widgets disabled when viewing as a template (ie, when viewing the contents of a block with no entries) * Data reference fields now provide an option to view and edit data using the new built-in Hex Editor (which is more in-line with a standard hex editor) or Code Editor (which provides syntax highlighting for many languages) * Style Editor now has syntax highlighting support Sapien: + Added WIP Hierarchy View + Added early WIP workspace support + Added loading dialog when opening a scenario + Added Properties Palette + Added configuration file support * Fixed About dialog closing immediately after opening * Sapien now requires that scenarios be part of a project - opening scenario tags directly is no longer supported * Fixed a crash caused by a race condition when updating the Game View status bar Foundry: + Added configuration file support Editing Kit (All tools): * Editor tick rate now runs at 30TPS (was 10TPS) * Minor Output window performance improvements * Windows Classic (modified) theme improvements * Settings dialog no longer blocks the main window thread
  11. Notice All versions of the Blamite Game Engine from this point and prior, proper changelogs were not accurately tracked. As such, this changelog, as well as all others before, will likely be inaccurate and incomplete. Numerous overhauls and changes were made between this build and the most recent previous changelog (from 2018). + Added early versions Editing Kit tools: Guerilla, Foundry, Sapien, FontExtractor, Tool * Significant engine codebase overhauls * Engine configurations expanded from Debug and Release to: cache debug, cache test, cache release, tag debug, tag test * Rendering is now handled primarily through bgfx (though the earlier DX11 renderer is still usable via configuration changes) * Editing Kit tools are now handled using Qt5 * Other changes too numerous to list
  12. This version introduces support for CSC and HSC. It focuses primarily on command-based scripting. It also introduces BlamPhyLib and BlamMathLib, both of which are preperations for a basic phyiscs engine. It also introduced a special crash screen that are displayed on asserts.
  13. This version introduces the console, as well as several commands, as well as adds a work-in-progress stats view. It also tests shadowed text by re-drawing the same content twice (hacky but it works).
  14. This version marks real feature additions to the engine. Screenshots were now being properly taken/saved, and an 'Open Game Dir' function was introduced.
  15. This version includes various attempts at screenshot functions, and marked the point where the legacy DirectX SDK was retired in favor of the updated DirectX Toolkit (DirectXTK).
  16. This is the inception of the engine. It introduced DirectX 11 rendering, and the ImGUI debugging UI system.
  17. * Fixed pagination on Blamite commits page - Removed Killerteddy
  18. + Added "About" dropdown to primary navbar * Moved "News & Announcements" menu item from Community to About menu * Moved "About" submenu from Help to About menu - Removed "Home" primary navbar item - Removed Killerteddy
  19. * Fixed an issue on Midnight 7.3 where Daylight mode would be enabled by default when logged in - Removed Killerteddy
  20. * Changed CAPTCHA type from reCAPTCHA v2 to hCaptcha - Removed Killerteddy
  21. * Fixed an issue where the detailed loading wheel would sometimes display with an invalid white character on top of the intended icon - Removed Killerteddy
  22. * Fixed an issue with the Job Portal where the "Apply Now" button would say that applications were disabled if a user was not logged in * The "View Submitted Applications" link on the Job Portal home now links to the Sign-In page if a user is not logged in * Fixed missing link to Team Member Expectations page when viewing a volunteer job posting in Job Portal (and added link to Team Member Guidelines) - Removed Killerteddy
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