Changelog Release 1.26

Drag[en]gine Release 1.26.1

Released: 2025-06-12

Drag[en]gine

  • Added engine asset file to store shared module files in a *.deal file instead of directly on disk.

DragonScipt

  • Adjusted default mouse sensivity since after fixing the input problem speed is too fast by default.
  • Added yield behavior tree rule.

OpenGL

  • Fixed bug on windows droping one too many compile contexts causing launching to fail if opengl supports asynchronous shader compile query.

DELGA

  • Added protection against certain windows tools (including powershell Compress-Archive) storing filenames with '\' path separate instead of '/' (specification violation).

Bullet

  • Converting Collider.colliderHits() and TouchSensor.colliderHits() from old collision testing to bullet based.
  • Fixed segfault due to missing nullptr check.

DEIGDE

  • Added longer versions of izone model.
  • Improved igdeWObject to better handle display of loaded worlds (any content visible, box extension).

World Editor

  • Added support to always show shapes of an object (or only the selected ones) without enabling shape mode.

Blender

  • Export script fixed for blender 4.4 changes.

Drag[en]gine Release 1.26

Released: 2025-05-16

DragonScipt

  • State Machine: Allow enter states to change state if action runs successfully.
  • Improved TagResolver to support nested tag resolving.
  • Added Behavior Tree and State Machine support for VR behaviors.
  • Added state machine driven VR Hand action (firstPersonVR.desm, vrhand.desm).
  • Added state machine driven actor action (firstPerson.desm, vehicle.desm).
  • Fixed strange analog input processing problem where mouse movement could double up and be ignored.
  • Fixed design problem in ElementResolver (save state persisting) not being resilient to behaviors in element classes changing layout after game updates.
  • State Machine: Added support to import state machines and states.
  • Adding support to various behaviors to add Behavior Tree and State Machine actions to one or more existing ECBehaviorBehaviorTree and ECBehaviorStateMachine.
  • Added ECBehaviorWorld to load worlds into another world. Also added BaseWorld element for quick use in editors.
  • Added VR placholder to show on Android Quest.

OpenXR

  • Adjusted render formats and swapchain handling.
  • Modified swapchain format matching to better support the desired formats of VR platforms.

OpenGL

  • Fix for Meta Quest reporting compressed image formats which are not allowed in OpenGL ES.
  • Modified shaders to work around broken Meta Quest shader compiler.
  • Modified shader compiler threads to work around Mesa shader compiler segfault.
  • Improving shaders to require less compiling by sharing compiled shader units.
  • Updated official header files and adjusted for OpenGL ES build problems.
  • Prevent segfault on cleaning up due to rt-debug being already disposed of.

Android-input

  • Hardening against problems found.

Android

  • Fixed stored activity object not being global referenced.