{"id":1064,"date":"2022-02-27T14:36:59","date_gmt":"2022-02-27T12:36:59","guid":{"rendered":"https:\/\/dragondreams.ch\/?page_id=1064"},"modified":"2025-10-09T15:50:05","modified_gmt":"2025-10-09T15:50:05","slug":"changelog-release-1-10","status":"publish","type":"page","link":"https:\/\/dragondreams.ch\/index.php\/changelog-release-1-10\/","title":{"rendered":"Changelog Release 1.10"},"content":{"rendered":"<div id=\"pl-1064\"  class=\"panel-layout\" ><div id=\"pg-1064-0\"  class=\"panel-grid panel-no-style\" ><div id=\"pgc-1064-0-0\"  class=\"panel-grid-cell\" ><div id=\"panel-1064-0-0-0\" class=\"so-panel widget widget_sow-image panel-first-child panel-last-child\" data-index=\"0\" ><div\n\t\t\t\n\t\t\tclass=\"so-widget-sow-image so-widget-sow-image-default-c67d20f9f743-1064\"\n\t\t\t\n\t\t>\n<div class=\"sow-image-container\">\n\t\t<img \n\tsrc=\"https:\/\/dragondreams.ch\/wp-content\/uploads\/2022\/02\/dragengine-release-1-10-1.png\" width=\"1000\" height=\"350\" srcset=\"https:\/\/dragondreams.ch\/wp-content\/uploads\/2022\/02\/dragengine-release-1-10-1.png 1000w, https:\/\/dragondreams.ch\/wp-content\/uploads\/2022\/02\/dragengine-release-1-10-1-300x105.png 300w, https:\/\/dragondreams.ch\/wp-content\/uploads\/2022\/02\/dragengine-release-1-10-1-768x269.png 768w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" title=\"dragengine-release-1-10\" alt=\"\" \t\tclass=\"so-widget-image\"\/>\n\t<\/div>\n\n<\/div><\/div><\/div><\/div><div id=\"pg-1064-1\"  class=\"panel-grid panel-no-style\" ><div id=\"pgc-1064-1-0\"  class=\"panel-grid-cell\" ><div id=\"panel-1064-1-0-0\" class=\"so-panel widget widget_sow-editor panel-first-child\" data-index=\"1\" ><div\n\t\t\t\n\t\t\tclass=\"so-widget-sow-editor so-widget-sow-editor-base\"\n\t\t\t\n\t\t>\n<div class=\"siteorigin-widget-tinymce textwidget\">\n\t<p style=\"text-align: center;\">Changelog 1.10 Drag[en]gine Game Engine and IGDE release.<\/p>\n<p style=\"text-align: center;\"><em>Released: 2022-02-27<\/em><\/p>\n<\/div>\n<\/div><\/div><div id=\"panel-1064-1-0-1\" class=\"so-panel widget widget_sow-editor panel-last-child\" data-index=\"2\" ><div\n\t\t\t\n\t\t\tclass=\"so-widget-sow-editor so-widget-sow-editor-base\"\n\t\t\t\n\t\t>\n<div class=\"siteorigin-widget-tinymce textwidget\">\n\t<h1>Drag[en]gine Release 1.10<\/h1>\n<h2 style=\"margin-top: 1em;\"><span style=\"color: #0000ff;\">Features Added<\/span><\/h2>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Drag[en]gine<\/span><\/h3>\n<ul>\n<li>Added method for other modules to access graphic module api connection data.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">DragonScript Module<\/span><\/h3>\n<ul>\n<li>Added ECBehaviorVRHandAction. allows to set per-hand actions based on BaseVRHandAction.<\/li>\n<li>Added support to retrieve velocities from ECBehaviorVRHand.<\/li>\n<li>Added convenience call to ECBehaviorVRHand to set hand to physical interaction.<\/li>\n<li>Modified DefaultBindingHelper to set VR hand related bindings on all VR hand controllers not just the first found one.<\/li>\n<li>Hand pose support added.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Bullet Physics Module<\/span><\/h3>\n<ul>\n<li>Tuning friction parameters.<\/li>\n<li>Improve object stacking.<\/li>\n<li>Added debug mode to display deactivated state.<\/li>\n<li>Updated to 2.89.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Animator Module<\/span><\/h3>\n<ul>\n<li>Changed animator module to support no mirror rules set. behaves now as if no rule matches instead of ignoring the rule.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">OpenGL Module<\/span><\/h3>\n<ul>\n<li>Improved lod handling.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">OpenXR Module<\/span><\/h3>\n<ul>\n<li>Added OpenXR module.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Rig Editor<\/span><\/h3>\n<ul>\n<li>Added mass field under rig simulation panel to allow changing the mass of the simulation collider.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Blender Scripts<\/span><\/h3>\n<ul>\n<li>Added subsurf modifier to detect and wanting to apply before export.<\/li>\n<li>Improved export scripts to detect custom lod error problems and to report them as early as possible.<\/li>\n<li>Modified rig export to not write ik limits if not used.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Live Launcher<\/span><\/h3>\n<ul>\n<li>Reworked to use shared launcher library.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Console Launcher<\/span><\/h3>\n<ul>\n<li>Reworked to use delauncher library.<\/li>\n<\/ul>\n<h2 style=\"margin-top: 2em;\"><span style=\"color: #0000ff;\">Bug Fixes<\/span><\/h2>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Drag[en]gine<\/span><\/h3>\n<ul>\n<li>Fixed problems with openxr sending device detach\/attach in the same event run. complicated problem to solve which has been now solved by deprecating the individual attach\/detach events and adding a new attachDetach event. input\/vr modules have to collect attach\/detach changes and send only one attachDetach event to the script module. this way the devices lists can not go out of sync anymore. changed BindingManager to figure out which devices have been attached\/detached sending the appropriate message to keep existing listeners properly working.<\/li>\n<li>Fixed module fallback\/priority handling and added priority tag to all engine modules (priority superceedes fallback).<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">DragonScript Module<\/span><\/h3>\n<ul>\n<li>Fixed bug in BaseVRActor assigning right hand laser pointer twice and left one never.<\/li>\n<li>Fixed wrong checks in ECBehaviorGrabSpot.<\/li>\n<li>Fixed attach slot trying to attach attachable using rig attach mode (bone weight transfer) if attachable is not a ColliderRig or does not have bones. this should better handle a wider range of uses.<\/li>\n<li>Fixed ECBehaviorGrabber missing saving of grab spot.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Bullet Physics Module<\/span><\/h3>\n<ul>\n<li>Fixed potentially missing of collider leaving touch sensors.<\/li>\n<li>Fixed problem with kinematic colliders not applying velocities on dynamic colliders on contact.<\/li>\n<li>Changed rigid body parameters to solve stand-on-edge problem.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">OpenGL Module<\/span><\/h3>\n<ul>\n<li>Fix for intel GPU failing shader compilation.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Blender Scripts<\/span><\/h3>\n<ul>\n<li>Fixed error message in tool loading.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Shared Launcher<\/span><\/h3>\n<ul>\n<li>Made version attribute optional otherwise versions prior to 1.9 break if attempt to load the gamedef.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Live Launcher<\/span><\/h3>\n<ul>\n<li>Fixed linux launching.<\/li>\n<\/ul>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>Changelog 1.10 Drag[en]gine Game Engine and IGDE release. Released: 2022-02-27 Drag[en]gine Release 1.10 Features Added Drag[en]gine Added method for other modules to access graphic module api connection data. DragonScript Module Added ECBehaviorVRHandAction. allows to set per-hand actions based on BaseVRHandAction. Added support to retrieve velocities from ECBehaviorVRHand. Added convenience call to ECBehaviorVRHand to set hand [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"page-category":[10],"class_list":["post-1064","page","type-page","status-publish","hentry","page-category-dragengine-change-log","post"],"_links":{"self":[{"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/pages\/1064","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/comments?post=1064"}],"version-history":[{"count":2,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/pages\/1064\/revisions"}],"predecessor-version":[{"id":1825,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/pages\/1064\/revisions\/1825"}],"wp:attachment":[{"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/media?parent=1064"}],"wp:term":[{"taxonomy":"page-category","embeddable":true,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/page-category?post=1064"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}