Overload 1.4
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)