New features implemented this week:
view3dcene has menu item “Forward” to test above.
Build tool has a new command-line option
--outputto place the generated files (executables, packages,
castle-engine-outputdir) anywhere you like.
Collada material transparency is now read OK, you can test on various models here.
dmOverwritedraw mode for TCastleImage.DrawFrom/To to copy pixels without any blending (thanks to Eugene Loza!)
String is now always UTF-8, just like in Lazarus LCL. This changes the treatment of localized (non-English) characters inside AnsiString (the default
string). The engine now behaves just like Lazarus (LCL), regardless if you use
TCastleControl(with LCL) or
TCastleWindow(without LCL), and treats all strings as containing UTF-8 characters. This change is done in CastleUtils initialization code. Advantages:
- consistency with Lazarus, that already does the same.
- consistency across platforms. It’s easier to catch bugs when string is always UTF-8 on Linux, Windows, Mac OS X… E.g. this bug (reproducible only on Windows) is now fixed.
- our TCastleFont rendering was already assuming UTF-8 encoding of strings. Some of our XML manipulation also assumes that we want UTF-8 encoding.
And various smaller bugfixes:)
P.S. If you like what I’m doing, please support Castle Game Engine development on Patreon. Thank you!