Important bugfixes – scaling mesh collider, STL and CW faces, water shader, macOS Retina and clipboard, Delphi integration

Posted on

Mesh collider scaled demo
macOS clipboard
Water fixed

Announcing a few more important fixes from the last ~month. As usual, remember that all the bugfixes are available immediately in the latest download. And if you like what we do, we appreciate your support on Patreon!

Bugfixes worth mentioning:

  1. Fixed scaling TCastleMeshCollider.

    Scaling the TCastleScene by just setting the TCastleTransform.Scale, like MyScene.Scale := Vector3(100, 100,100) will now affect the physics as it should. The associated TCastleMeshCollider will behave properly, following the scale change. You can test this by changing scale at design-time (in editor) or run-time (from Pascal code) of course.

    I added an interactive demo of this in examples/physics/physics_test_scaled_mesh_collider.

  2. Saving of STL files from our tools (like Castle Model Viewer, Castle Model Converter) now accounts correctly for X3D shapes with CW (clock-wise) ordering of vertexes. This is important, as STL files must have CCW (counter-clock-wise) ordering of vertexes. Thanks to Jan Adamec!

  3. Water shader important fix (for some GPUs). Affects water in our terrain example, lynch gamejam project, water in demo-models.

  4. (Before 7.0-alpha.3 release): Fixed Delphi crash at exit in -dRELEASE.

  5. (Before 7.0-alpha.3 release): Fixed editor occasional crash when closing a view with camera preview open (testcase: press Ctrl+W right after selecting the camera in viewport).

  6. (Before 7.0-alpha.3 release): Fixed window resolution on Retina screens. We now behave properly on macOS Retina screens, and we render with full resolution (result is “crisp”, not artificially upscaled by macOS), and dragging window between monitors behaves OK too. Big thanks to Jan Adamec!

  7. (Before 7.0-alpha.3 release): Fixed clipboard on macOS (with Cocoa backend of TCastleWindow). Cut/copy/paste work as they should. Again thanks to Jan Adamec. They also react to Command + C / X / V, not Control + C / X / V.

  8. (This was a hotfix at 7.0-alpha.3 release, initial upload had a bug but was quickly replaced with good one): Fixed “Configure Delphi to use engine” menu item (from our Delphi integration) to handle gracefully paths with spaces.

Start the discussion at Castle Game Engine Forum