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Castle Game Engine Editor improvements:
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Visually edit anchors. Anchors are incredibly important when using our user-interface — they allow you to position controls such that they work regardless of the window size (and UI scaling, if you use it).
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Visually adjust TCastleImageControl.ProtectedSides. This allows to configure rendering of images using 3×3 (9-slices) algorithm. The editor now shows the “rulers” that split image into 3×3 parts with different scaling.
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Copy-pasting of component within the editor is possible. This way you can quickly duplicate a component hierarchy, or move it between various designs.
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TSerializedComponent is an alternative approach to deserializing design files. (
xxx.castle-user-interface,xxx.castle-transform) It’s powerful when you need to instantiate the same file multiple times. This way the file is loaded only once (atTSerializedComponent.Createcall) and you can instantiate it many times fast (usingTSerializedComponent.UserInterfaceLoadmethod).
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- Additions to the documentation:
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Upgrading to the (upcoming) Castle Game Engine 6.6 — this page lists known places where we (reluctantly) had to break compatibility, and that you will have to adjust when upgrading your games from engine 6.4 to 6.6.
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fpcupdeluxe instructions enhanced with AArch64 (64-bit Android devices) information



