Changelog Release 1.28

Drag[en]gine

  • Hardened FOX build against patch problems.
  • Added "input source" support to bone transformator animator rule adding more possibilities.
  • Added support for input device buttons to support proximity state.
  • Webassembly support for engine and modules except OpenGL module.

DragonScript

  • Added support to ECBehaviorColliderAI to disable AI collider only (Element.setTouchable(false) disables all colliders).
  • Added ECBehaviorVRHandLocomotion and added additional settings to Binding.
  • Added convenience function to query VRHand if facing user.
  • Modified ECBehaviorVRHandPointAt to provide a stable point if hand interaction is detected.
  • Changed protected properties of BaseGameApp to be public.
  • Added time support to simple conversation to simplify the process of creating absolutly times cutscenes.
  • Added support to ECBehaviorFootSteps to play custom footsteps from conversations.
  • Fixed interactive main menu missing generic behavior element class and behavior factory support.
  • Improved behavior factories to better support multi-use with separate loaders, trigger tables and so forth.
  • Added support for side lane running of conversation snippets. this simplifies creating tightly timed cutscenes by running snippets in parallel.
  • Fixed ConversationCameraDirector incorrectly overwriting initParameters() preventing camera parameters to take effect.
  • Fixed bug in ECBehaviorAnimated throwing null pointer if trigger is not set.
  • Fixed ECBehaviorAnimated incorrectly starting playback if playback is set to 1 and trigger expression evaluates to false during init time.
  • Added ECBehaviorLightAnimation.
  • Added support to AnimationMove class to retrieve keyframe list as bezier curves.
  • Add missing vertex postition set methods in Animation script class.
  • Added camera to InfoConvoCoordSystem game definition class to simplify setting up convo coord systems as camera target.
  • Fixed FlowLayout not calculating stretched size correctly.
  • Fixed WeightLayout not calculating size correctly.
  • Fixed bug in enterFrame() causing behavior enterFrame() to be potentially called multiple times.

OpenGL

  • Reworked shaders to support compiling to SPIR-V with OpenGL semantiscs.
  • Added "environmentroom.tint" texture property.
  • Removed left over debug line spamming logs.
  • Fixed missing pixel alignment on capture canvas cause issues.

OpenXR

  • Added support to manually center playspace. this solves problems with quest 3s which sometimes uses broken playspace which is 90 turned away.
  • Fixes for hand tracking interaction profile handling.
  • Added interaction profile logging on debug log level.
  • Added log level module parameter.
  • Added support to handle tw-finger interactions in a general way across profiles supporting hand pose.
  • Added support for XR_FB_touch_controller_pro, XR_FB_touch_controller_proximity and XR_META_touch_controller_plus.
  • Workaround for meta quest delivering broken hand tracking data.

IGDE

  • Added support for position/orientation property to be used for game-def class-def camera tag.
  • Fixed engine DEAL file not properly put into VFS.

Skin Editor

  • Node ui fixes and improvments.

Game Definition Editor

  • Fixed add/paste camera sub object not updating table view correctly.

World Editor

  • Fixed meObject class not find first camera in inherited classes.
  • Fixed camera handling for host attached objects.

Blender

  • Fixed action slot problems.
  • Fixed incorrect export auto-range calculation.
  • Updated import animation to support action slots. this allows importing both bone animation and vertex position set animations into one action using 2 slots.
  • Updated to work with action slots introduced in blender 4.4.