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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.Create
call) and you can instantiate it many times fast (usingTSerializedComponent.UserInterfaceLoad
method).
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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
November Engine Features (Part 1): Editor (anchors, 9-slices rulers, copy-paste…), documentation