{"id":2013,"date":"2026-08-05T14:45:55","date_gmt":"2026-08-05T14:45:55","guid":{"rendered":"https:\/\/dragondreams.ch\/?page_id=2013"},"modified":"2026-08-05T14:45:55","modified_gmt":"2026-08-05T14:45:55","slug":"changelog-release-1-33","status":"publish","type":"page","link":"https:\/\/dragondreams.ch\/index.php\/changelog-release-1-33\/","title":{"rendered":"Changelog Release 1.33"},"content":{"rendered":"<div id=\"pl-2013\"  class=\"panel-layout\" ><div id=\"pg-2013-0\"  class=\"panel-grid panel-no-style\" ><div id=\"pgc-2013-0-0\"  class=\"panel-grid-cell\" ><div id=\"panel-2013-0-0-0\" class=\"so-panel widget widget_sow-editor panel-first-child panel-last-child\" data-index=\"0\" ><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 1.33<\/h1>\n<div><em>Released: 2026-08-04<\/em><\/div>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Drag[en]gine<\/span><\/h3>\n<ul>\n<li>Fixed decTOrderedSet comparing using set logic instead of list logic.<\/li>\n<li>Added \"use component space\" support to animation difference animator rule for combined animation motions.<\/li>\n<li>Made collision shape generation support publicly available in the model physics module peer.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">DragonScript<\/span><\/h3>\n<ul>\n<li>Improved ElementCameraDirector and PlayerControlledActorCameraDirector with support for bone attaching and disabling look value application.<\/li>\n<li>Added support to ECBehaviorTwoStateAnimated to start out in activated state if no trigger expression is present.<\/li>\n<li>Updated dragengine logo with higher quality image.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">OpenGL<\/span><\/h3>\n<ul>\n<li>Improved screen space reflections with HiZ refinement and re-enabled roughness handling.<\/li>\n<li>Added module parameter \"reflectionQuality\" to control screen space reflection quality.<\/li>\n<li>Improved shadow casting with screen space shadow casting to avoid surface acne and compensate for floating shadows.<\/li>\n<li>Fixed handling of additional texture coordinate sets.<\/li>\n<li>Fixed HDR monitor check throwing exception instead of falling back to non-HDR support.<\/li>\n<li>Improved X11 EGL config detection to avoid surface creation problems.<\/li>\n<li>Fixed debug drawer rendering to support all variations of decShape classes.<\/li>\n<li>Fixed debug drawers not rendering hull shapes correctly.<\/li>\n<li>Fixed image data retention issue potentially causing access violation on windows.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Bullet<\/span><\/h3>\n<ul>\n<li>Added support for rig collision shape generation using Bullet VHACD convex decomposition.<\/li>\n<li>Added support for auto shape generation for model collision rigs.<\/li>\n<li>Improved handling of decShapeHull.<\/li>\n<li>Fixed problem with tapered cylinders using wrong bullet shape if only radii differ.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">DEAI<\/span><\/h3>\n<ul>\n<li>Fixed bug in navigation mesh splitting causing convex faces.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Network Basic<\/span><\/h3>\n<ul>\n<li>Fixed bugs introduced with long message support.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">XInput<\/span><\/h3>\n<ul>\n<li>Fixed Wayland mouse input being applied to game if input capture is enabled but game window is not active.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">DEIGDE<\/span><\/h3>\n<ul>\n<li>Added meta properties system.<\/li>\n<li>Fixed curve bezier ruler rendering for DPI awareness.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Animator Editor<\/span><\/h3>\n<ul>\n<li>Rework UI to use meta properties.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Rig Editor<\/span><\/h3>\n<ul>\n<li>Added support to generate bone and rig shapes using new public collision shape generation functionality.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Conversation<\/span><\/h3>\n<ul>\n<li>Fixed simple conversation XSD requiring snippet attribute in if\/elif tags although they are optional.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Windows<\/span><\/h3>\n<ul>\n<li>Various build and compatibility fixes.<\/li>\n<\/ul>\n<h3 style=\"margin-top: 1em;\"><span style=\"color: #008000;\">Blender Add-On<\/span><\/h3>\n<ul>\n<li>Fixed export script to handle multiple UV maps correctly.<\/li>\n<li>Added UI widget to select base UV map if mesh has multiple UV maps.<\/li>\n<li>Added \"export bone\" support to animation export to assist with animations using the \"mover\" concept.<\/li>\n<li>Removed no-seams check and UI widget to reduce potential problems for new users.<\/li>\n<\/ul>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>Drag[en]gine Release 1.33 Released: 2026-08-04 Drag[en]gine Fixed decTOrderedSet comparing using set logic instead of list logic. Added &#8220;use component space&#8221; support to animation difference animator rule for combined animation motions. Made collision shape generation support publicly available in the model physics module peer. DragonScript Improved ElementCameraDirector and PlayerControlledActorCameraDirector with support for bone attaching and disabling [&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-2013","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\/2013","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=2013"}],"version-history":[{"count":1,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/pages\/2013\/revisions"}],"predecessor-version":[{"id":2014,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/pages\/2013\/revisions\/2014"}],"wp:attachment":[{"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/media?parent=2013"}],"wp:term":[{"taxonomy":"page-category","embeddable":true,"href":"https:\/\/dragondreams.ch\/index.php\/wp-json\/wp\/v2\/page-category?post=2013"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}