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Releases: Overload-Technologies/Overload

Overload 1.9

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@adriengivry adriengivry released this 25 Aug 14:55

What's Changed

  • Fixed PR workflow trigger by @adriengivry in #642
  • Fix Buffer Overflow by @MunFaill in #640
  • Fix Inputs.GetMousePos to return FVector2 instead of FVector3 by @Gopmyc in #648
  • Skeletal animation implementation by @Gopmyc and @adriengivry in #653
  • Added "open in code editor" option to asset browser by @adriengivry in #660
  • Update CI/CD actions by @litelawliet in #661
  • Missing shader parts in "Any supported format" by @litelawliet in #663
  • Fix "Import Asset" on linux by @MunFaill in #662
  • Added Lua LSP support by @adriengivry in #664
  • Improved ExecuteCommand safety by @adriengivry in #665
  • Fixed workflows not triggering when PR moves from draft to ready by @adriengivry in #668
  • Scripts can now be saved ANYWHERE! by @adriengivry in #669
  • Exposed Lua script properties through inspector by @adriengivry in #670
  • Implemented frustum culling support for skinned meshes by @Gopmyc in #673
  • Fixed selection outline reverting to T-pose when clearing skinned mesh materials by @Gopmyc in #672
  • Implemented Asset picker by @adriengivry in #674
  • Add script and add component merged into a single button by @adriengivry in #682
  • Better UI layout when using columns by @adriengivry in #683
  • Item picker improvements by @adriengivry in #685
  • Various UI improvements by @adriengivry in #686
  • Better hierarchy by @adriengivry in #691
  • Fix lua integration by disabling lua.hpp usage in sol2 by @Synyproxy in #692
  • Fix animation list refresh when model changes on skinned renderer by @Gopmyc in #695
  • Fix self-drop behavior in hierarchy and asset browser drag-and-drop by @Gopmyc in #698
  • Fix hierarchy child gray-out when parent actor is disabled by @Gopmyc in #700
  • Prevent crash when dragging a folder into its own child by @Gopmyc in #701
  • Asset browser actions improvements by @adriengivry in #703
  • Implemented model material/texture import and reuse on model/scene load by @Gopmyc in #667
  • Added support for behaviour inspector to show assets and actors by @adriengivry in #704
  • Fix crash when SetModel is called in a Lua script. by @adriengivry in #708
  • Added publish build type by @adriengivry in #710
  • Expose SkinnedMeshRenderer bone API to Lua (read/write local transforms) by @Gopmyc in #707
  • MaterialEditor and AssetProperties are now readonly for engine assets and embedded materials by @adriengivry in #715
  • Fixed & reworked hybrid vector/color widgets by @adriengivry in #720
  • Fix material editor widgets not updating after shader compilation from asset browser by @Gopmyc in #723
  • Fix FBX metallic import and inspector refresh for embedded materials on model reload by @Gopmyc in #721
  • Remove memcpy identity initialization in FMatrix3 and FMatrix4 by @Gopmyc in #728
  • Cleaned up project configuration by @adriengivry in #730
  • Prevent intermittent crash when closing OvEditor by @Gopmyc in #736
  • Fix embedded roughness texture loading for FBX materials by @Gopmyc in #733
  • Add actor copy/paste workflow in Hierarchy and Scene View by @Gopmyc in #734
  • Avoid off-white albedo factor when albedo map is present by @Gopmyc in #735
  • Handle Scripts migration when Assets/Scripts already exists by @Gopmyc in #737
  • Removed ImGui brute-force style changes for Push/Pop by @adriengivry in #738
  • Fix Crash when deleting a folder outside of Overload and trying to expand it afterwards#725 by @Synyproxy in #729
  • fix-missing-reference-asset-display by @Synyproxy in #741
  • Disabled drag-an-drop to disabled widget by @adriengivry in #744
  • Preview embedded model assets in asset browser by @Gopmyc in #742
  • [BETA] Automatic DPI-aware UI scaling by @adriengivry in #748
  • Fix ImGui assertions in built game UI by @Gopmyc in #753
  • Reworked console with new design and features by @adriengivry in #754
  • Attempt to fix blank screen on startup by @adriengivry in #747
  • Update Script texture asset by @Gopmyc in #762
  • Update material editor read-only state when changing target material by @Gopmyc in #759
  • Avoid (Missing Reference) on embedded material asset fields by @Gopmyc in #758
  • Add project window icon setting and apply it to runtime + Windows built executable icon by @Gopmyc in #750
  • UI styles rework by @adriengivry in #761
  • Add Extract materials action to model contextual menu by @Gopmyc in #767
  • Prevent repeated paste from nesting actors as children by @Gopmyc in #766
  • Added SetInitialFilename() to FileDialog, and updated AssetBrowser to use it by @adriengivry in #770
  • Added "Create Script..." option to "Add Component..." ItemPicker by @adriengivry in #771
  • Fixed a bug with folder delete propagation not working by @adriengivry in #775
  • Expose Actor.GetGUID() as hex string in Lua by @Gopmyc in #786
  • Support spaces when opening files in external code editor by @Gopmyc in #787
  • Fix actor paste parent selection in hierarchy and root context by @Gopmyc in #789
  • Replace spaces with underscores in generated default table name by @Gopmyc in #791
  • Implement Prefab workflow by @Gopmyc in #776
  • Update vendored Assimp to v6.0.4 by @Gopmyc in #785
  • Prevent redundant framebuffer attachment resizes and fix texture height check by @Gopmyc in #795
  • Prevent OvEditor crash on unhandled sol::error after Lua runtime errors by @Gopmyc in #801
  • Add Actor::FindChild method and expose it to Lua by @Gopmyc in #802
  • Fix hierarchy actor creation menu target resolution by @Gopmyc in #803
  • Reduced shader program state changes & property uploads by @adriengivry in #814
  • Document prefab system in README by @Gopmyc in #813
  • Fix editor shortcuts during play mode by @Gopmyc in #812
  • Support External Animation Sources for Skinned Meshes by @Gopmyc in #815
  • Updated prefab icon to match actor icon by @adriengivry in #817
  • Added freetype and updated fo...
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Overload 1.8

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@adriengivry adriengivry released this 08 Jan 18:00

What's Changed

New Contributors

Full Changelog: v1.7...v1.8

Overload 1.7

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@adriengivry adriengivry released this 20 Nov 05:03

What's Changed

Overload now officially supports Linux! Starting with Overload 1.7, every release will include pre-built binaries for both Windows and Linux! 🐧🥳

Full Changelog: v1.6...v1.7

Overload 1.6

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@adriengivry adriengivry released this 13 Jun 15:16
6fd3bfa

This release primarily focuses on the addition of reflection probes to Overload, enabling environment reflection and refraction! It also includes improvements to the standard shader, such as support for emissive materials and a more robust shader architecture.

Fixes

  • Fixed a crash when editing a material generated from a model (#563)
  • Fixed picking pass to only draw when the scene view is hovered (#578)

Features

  • Added texture cubemap support and reflection probe component (#561)
  • Added stateless texture unit binding (#577)
  • Added support for emissive in standard shader (#582)
  • Added environment refraction (#583)
  • Added a setting to select font size in the editor (#585)
  • Added support for tooltip to widgets (#586)
  • Improved material editor (#587)
  • Added tooltips to several buttons (#588) (#589)
  • Improved material renderer inspector (#590)

Overload 1.5

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@adriengivry adriengivry released this 24 May 17:45
4664610

⚠️ This version introduces some breaking changes, primarily related to the standard shader. Previously, two "standard" shaders coexisted: Standard (Blinn-Phong) and StandardPBR (Physically-Based). The Blinn-Phong Standard shader has been removed and replaced with the Physically-Based one. Numerous visual improvements have been made, rendering the Blinn-Phong pipeline obsolete. The Lambert shader has also been removed.

Fixes

  • Fixed crash when no audio device is found (#413)
  • Updated FrameInfo to use last focused view (#417)
  • Fixed "Compile all shaders" button not working as expected (#495)
  • Fixed broken frustum culling in asset view (#497)
  • Fixed broken parallax mapping and shader cleanup (#510)
  • Fixed crash when trying to edit an asset after renaming it (#549)

Features

  • Added a UI render pass for materials (#408)
  • Added contextual menu to hierarchy panel background (#416)
  • Added double-click actions for all asset types in asset browser (#422)
  • Fully agnostic graphics backend implementation (#394)
  • Implemented a texture debugger editor panel (#401)
  • Added a proper theme selection setting (#430)
  • Added CPU, GPU, and memory profiling with Tracy (#439)
  • Reworked audio engine to use SoLoud instead of irrKlang (#452)
  • Added shader variant (multi-compile) system (#466)
  • Materials can now be dropped onto an actor (#484)
  • Improved gizmo scaling behaviour to better follow the mouse (#489)
  • Added support for HDR textures (#490)
  • Added buttons to select gizmo operations from the toolbar (#493)
  • Added skysphere & atmospheric scattering (#511, #518)
  • Added texture metadata options for horizontal and vertical wrap mode (#530)
  • Added distance fade and alpha dithering (#531)
  • Added shadow alpha clipping (#510)
  • Added a pass system to shaders, including shadow pass, picking pass, and outline pass (#544)
  • Reworked bloom implementation to be more physically-accurate and faster (#550)

Known Issues

  • Material generation from a model is broken (asset browser), trying to edit the material will result in a crash (#562)

Overload 1.4

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@adriengivry adriengivry released this 16 Feb 23:54
9380e40

Overload 1.4: Our Biggest Release Yet!
This "foundational update" brings major changes to core systems, setting the stage for even bigger, more meaningful improvements ahead. While 1.4 primarily focuses on developer-facing enhancements, it paves the way for exciting features for content creators and game developers in the next release. A huge thank you to our incredible community of contributors, we couldn't have done it without you! We hope you enjoy it as much as we enjoyed building it.

Fixes

  • Fixed unusable alphanumeric keys (#134)
  • Fixed Assimp unit scaling (#136)
  • Fixed gizmo interactions not properly following the mouse cursor (#306)
  • Many other improvements regarding editor interactions, engine code and architecture as well as bugs and crashes.

Features

  • Added hierarchy actor focus on double-click (#146)
  • Improved grid and view backgrounds (#157)
  • Improved actor creation menu (#162)
  • Added Premake5 for project generation (#188)
  • Added actor rename option to the hierarchy (#260)
  • Added double-click on a scene to open it (#266)
  • Added frame info editor window (#147)
  • Added support for shader includes (#104 , #269)
  • Added shadow mapping for directional lights (#250, #313)
  • Added post-processing effects (Bloom, Auto-Exposure, FXAA, Tonemapping) (#330)
  • Properly supported PBR workflow; framebuffers now use HDR correctly (#330)
  • Added serialization of (most) editor settings (#23)
  • Visual Studio 2022 support (#216)
  • C++20 support (#294)

Reworks

  • Shaders now use a custom GLSL flavor; expected extensions are .ovfx (full shader) and .ovfhx (partial shader) (#104, #269)
  • Fully reworked rendering engine with a new pass system allowing for easier extensions (#277)
  • Revamped scripting engine with added support for extensions and additional language support. (#296)

Overload v1.3.0

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@adriengivry adriengivry released this 30 Sep 01:00

⚠️ WARNING ⚠️ Overload has evolved and improved significantly since this release. Although Overload 1.4 is still in "pre-release," we strongly recommend downloading it instead of this version.

Fixes

  • Wrong GPU selection (Integrated instead of dedicated)
  • Layout resetting
  • Lua alphanumeric Key enumeration values fixed (Key.ALPHA_0 to Key.ALPHA_9)

New features

  • Asset properties editor
  • Orbital camera (middle mouse button)
  • Actor and gizmos hover feedback
  • Frustum culling settings lua binding
  • Orthographic in-game camera

Improvements

  • Actor deletion shortcut (DEL. key)
  • New duplication naming system (actors and assets)
  • New editor style (color, shapes)
  • Improved help menu (top bar)

Known issues

  • Lua runtime instantiation crash

Requirements

  • RAM: 100MB
  • OS: Windows 7
  • GPU: Dedicated graphics card with OpenGL 4.3 support

Overload v1.2.0

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@adriengivry adriengivry released this 03 Dec 00:00

New features

  • Light 3D icons
  • Gizmo snapping
  • Focusing improved
  • Hierarchy finder

Known issues

  • Duplication crash
  • Lua runtime instantiation crash
  • Reset layout not working

Requirements

  • RAM: 100MB
  • OS: Windows 7
  • GPU: Dedicated graphics card with OpenGL 4.3 support

Overload v1.1.1

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@adriengivry adriengivry released this 20 Sep 00:02

Fixes

  • Fixing documentation links and current version is now displayed in help menu

Known issues

  • Duplication crash
  • Lua runtime instantiation crash
  • Reset layout not working

Requirements

  • RAM: 100MB
  • OS: Windows 7
  • GPU: Dedicated graphics card with OpenGL 4.3 support

Overload v1.1.0

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@adriengivry adriengivry released this 19 Sep 22:50

New features

  • Actor picking
  • Open with Overload from Windows
  • Frustum culling
  • Expand hierarchy on actor selection

Fixes

  • OpenGL minor version undefined
  • Missing Assets and Scripts folder now supported

Known issues

  • Duplication crash
  • Lua runtime instantiation crash
  • Reset layout not working

Requirements

  • RAM: 100MB
  • OS: Windows 7
  • GPU: Dedicated graphics card with OpenGL 4.3 support