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The navigation in 2D viewports (with orthographic projection and standard direction/up: -Z/+Y) is now much better. We have a new algorithm TCastleExamineNavigation.ExactMovement that makes the navigation more natural, and we have a dedicated TCastle2DNavigation class (descendant of
TCastleExamineNavigation
) to make the mouse buttons easiest to discover (just drag with left mouse button). You can assign the TCastle2DNavigation in editor too: just use the “hamburger” menu at the viewport (see the screenshot in this post).view3dscene also has now a “2D” navigation button.
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We have a new PhysicsRayCast utility, to cast rays using physics engine (Kraft). It is used by examples/platformer/ now.
Note that it is only a temporary state that we have 2 methods to cast rays: using Kraft (PhysicsRayCast) and not using Kraft (TCastleTransform.RayCast, MyViewport.Items.WorldRayCast — see examples/3d_rendering_processing/collisions demo). In the long run, we want to have a single API to cast rays, and it should always use physics engine, and it should be configurable “what is the current physics engine”.
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Subcomponents in the editor (like
TCastleTransform.Translation
orTCastleScene.RenderOptions
) are no longer gray (it was confusing, as one could think “gray means inactive”).Thanks go to Andrzej Kilijański for 1-3 above!
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A lot of examples have been upgraded to follow latest CGE conventions:
DesignUrl
,CastleAutoGenerated
unit,{$region...}
comments and more. -
Fixed a fascinating bug with blinking lighting in some cases (see here for details — normal matrix was flipping between 2 different values, due to a determinant of modelview matrix being very very close to zero).
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A bug related to using
Scene.StopAnimation
right afterScene.PlayAnimation
was fixed. See details. -
Upgraded OpenSSL Windows DLLs to 1.0.2u from 1.0.2n.
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