While we continue work on big features (cameras + navigation, see teaser screenshot in this post; physics in editor), here’s a bunch of smaller engine enhancements you can enjoy already:
-
The
<compiler_options>
in CastleEngineManifest.xml supports nowdetect_memory_leaks="true"
(detects memory leaks with FPC, ignored by Delphi now),<defines>
(best way to specify symbols; they can be put into both DPROJ / LPI reliably). -
Calling
make
in CGE main directory (on Unix, or Windows with Cygwin) is now more useful: it will build all tools, including the editor, and place them inbin/
. Thus it automates most of compiling from source page — great to quickly recompile CGE from source code. -
Our Docker image was updated some time ago. Added
php-cli
,asciidoctor
, bumped unstable FPC/Lazarus versions (to have TRegExpr change toUnicodeString
). -
New property TCastleImageTransform.Mipmaps available, to make images look good from a distance.
-
New TCastleTransform.ExistsInRoot property, TCastleTransform.ExistsInRootChanged virtual method. Use this to query whether object exists and all parents exist too.
-
We fixed
CastleResources
freeing, which could exhibit in crashes e.g. inexamples/fps_game/
. -
Deprecated
CastleRenderingCamera
was causing too much trouble to maintain — removed. It was deprecated for quite some time already. -
Removed Giftiz integration,
www.giftiz.com
no longer exists.
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