Fixes and minor enhancements.
Not much happening this release other than our new dual-licensing format - https://github.com/bryanedds/Nu/wiki/Nu-Game-Engine-Dual-Licensing
We did begin work on the new Block Editor feature that will allow you to paint 3D architecture in a manner as simply as drawing tiles in a tile map. While some of those types have landed in master, it's still in experimental development and not ready for use yet.
There is one data-breaking change you'll notice when pulling - the DirectionalLight type is now a complex union, so you will need to manually replace DirectionalLight to [DirectionalLight 0] in your .nugroup files where applicable. Otherwise, you'll get a parse exception.
Changed in detail -
- Fix lack of eye change during ImGui edit callbacks.
- Renamed Protected flag to Protection and made a DU to allow for more nuanced semantics / user control.
- SDL sound playback fix (was setting chunk volume rather than channel volume).
- Fixed bug in ImSim.Game template where game is always advancing outside Gameplay screen.
- Nu.fsproj fix on Linux.
- Fixed DirectionalLight entries in default scene groups.
- Created Sand Box 3d for testing block editor and other 3d stuff later.
- Local and global mouse capture on ViewManipulate hover.
- Made integer boxes specify containment explicitly since it can be ambiguous.
- Fixed #1243.
- Reduced initial size of timeline window in Gaia.
- Using depth test less than for rendering speed.
- Update licensing terms and notices in code.
- Add dual-licensing model section to ReadMe.md.
- Added manipulation frame selection and toggleable in Gaia with 'm' key.
- More sensible default for LightShadowDensity.
- Fixed directional light offseting.
- BREAKING CHANGE - added field to DirectionalLight signifying the offset of the shadow volume from eye.
- Polling in perma-frozen entity hierarchies so windows doesn't eco-hang loading applications.
- Polling while writing entities as well.
- Also polling when loading metadata packages.
- Direct exposure of EditContextOpt via World API.
- Changed SsvfAsymmetryDefault to a more realistic and usable default.
- Fix #1286.
- Made directional light origins stay at eye center and do shadow texel snapping automatically.
Full Changelog: v19.13.0...v19.14.0