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New manual chapter that introduces editor and states, more manual and website updates, "Register Lazarus Packages" button
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1
|
412
|
July 25, 2021
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|
Platformer demo released on itch.io
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0
|
376
|
July 25, 2021
|
|
Non-Visual Components in Editor
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|
2
|
447
|
July 19, 2021
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Adding behaviors in CGE editor (TCastleBillboard, TCastleSoundSource)
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0
|
471
|
July 18, 2021
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Kryftolike - a roguelike-like hide-and seek game using Castle Game Engine
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0
|
552
|
July 16, 2021
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Installing FPC and Lazarus using FpcUpDeluxe
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|
0
|
398
|
July 13, 2021
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Font classes upgraded and available in CGE editor
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0
|
335
|
July 11, 2021
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Big merge with new features: non-visual components in editor, fonts (TTF and bitmap) in editor, sounds in editor, completely new sound API, behaviors and billboards, FMOD
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0
|
450
|
July 9, 2021
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Big update to "platformer" demo, fixes, and development coming soon: behaviors in editor, fonts in editor, sounds in editor, new sound API, new Debian packaging
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0
|
464
|
June 20, 2021
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Easy Text (in 3D) and primitives (Box, Sphere, Plane, Cone, Cylinder) components; also upcoming editor plans for new components
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|
0
|
658
|
May 22, 2021
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|
Various build tool improvements
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0
|
353
|
May 17, 2021
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Use custom code editor (Emacs, Atom, VS Code...) when opening Pascal source from CGE editor
|
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0
|
386
|
May 16, 2021
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GPU-based 3D particle system, and upgraded 2D particle system for Castle Game Engine
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0
|
716
|
May 9, 2021
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More permissive license to use our examples code
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|
0
|
301
|
May 3, 2021
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Automatic downscaled textures can be now specific to a platform
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|
0
|
316
|
May 2, 2021
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|
Various improvements (2D navigation, PhysicsRayCast, examples upgrades, important bugfixes)
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|
0
|
317
|
May 2, 2021
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|
Introducing TUIState.DesignUrl, DesignPreload, DesignedComponent
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0
|
329
|
May 1, 2021
|
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Full-featured Sprite Sheet Editor inside Castle Game Engine, also our own castle-sprite-sheet format
|
|
0
|
570
|
April 29, 2021
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Better code navigation, new units/states creation, new ways to open source code for editing, better integration with Lazarus project
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0
|
619
|
April 3, 2021
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|
Docker image, Android upgrades, Aarch64 optimizations, FMOD on Android
|
|
0
|
379
|
April 3, 2021
|
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Multi-sampling (full-screen anti-aliasing) on iOS
|
|
0
|
751
|
March 18, 2021
|
|
Many new things: Various editor, glTF, physics, sprite sheets and other improvements. Upcoming more: tutorial, sprite sheet editor, particle system news
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|
0
|
512
|
March 14, 2021
|
|
iOS improvements
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|
0
|
492
|
March 1, 2020
|
|
Many improvements: behaviors attached to TCastleTransform (a bit like MonoBehaviour), alphaMode and alphaCutoff from X3D 4.0 and glTF, Android services docs, loading/saving from TStream
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|
0
|
334
|
February 12, 2021
|
|
Castle Game Engine 7.0-alpha.1 release, view3dscene 4.0.0 release
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|
0
|
525
|
February 6, 2021
|
|
Simplifications, optimizations, GTK backend suitable for testing OpenGLES too
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|
0
|
384
|
January 18, 2021
|
|
Interactive example showing our collision routines, various engine and editor improvements
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|
0
|
331
|
January 10, 2021
|
|
Reading glTF extras (e.g. from Blender custom properties) to X3D metadata, support changing shape collision mode from Blender, documentation improvements
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|
0
|
612
|
December 26, 2020
|
|
Editor improvements: dragging scenes to viewport, undo for gizmos, better docs
|
|
2
|
450
|
December 20, 2020
|
|
New TCastleTransformDesign component (like prefab for TCastleTransform), example advanced_editor showing advanced usage of designs and custom components
|
|
2
|
435
|
December 20, 2020
|