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New features implemented this week:
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You can now easily play the animation backward, passing the Forward = false parameter to PlayAnimation. Internally, X3D TimeSensor node is enhanced with a new field
TimeSensor.fractionIncreasing. -
view3dcene has menu item “Forward” to test above.
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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.
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dmOverwritedraw mode for TCastleImage.DrawFrom/To to copy pixels without any blending (thanks to Eugene Loza!) -
Fast rendering to image on GPU (using FBO) using TGLImage.DrawFrom and TGLImage.RenderToImageBegin. Example in examples/images_videos/draw_images_on_gpu.
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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 useTCastleControl(with LCL) orTCastleWindow(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.
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And various smaller bugfixes:)
P.S. If you like what I’m doing, please support Castle Game Engine development on Patreon. Thank you!


