New builds are up and can be downloaded at:
Get Armory on Patreon:
Note: Using the built-in updater will not pull in all updates, please get the full package manually from itch.io.
Check out full commit logs:
- Added new Archery template:
- Updated Vehicle template to the new level:
Speaker playback now has basic attenuation.
Programmable render path system in Armory can now execute compute shaders. Render path being documented at:
More work has been done on bone constraints & rigid body constraints, enough to handle basic ragdolls. Example at:
Room test .blend file used in the ragdoll video is available at:
More parent-to-bone fixes. Any object type can be parented to bone. Added new logic node -
Set Parent Bone
Added new flag -
Armory Project - Write Config. This will place a
config.jsonfile alongside the exported game, which will be used for configuring render-path at run-time. Right now you can already configure some window parameters with it.
Improved multi-material mesh export. Materials with no face assigned should no longer break exported file.
Added new post-process effect to render path -
Armory Exporter can now deploy Krom packages, producing stand-alone game distribution. Depoying docs:
Armory Exporter now has a built-in minifier for JS targets. It is enabled by default under
Armory Project - Minify JS.
Armory Updater can now do more, will now also handle updating armorui.
Building projects with packed assets should be more reliable.
UI has been refactored for more clarity, especially render path should be much cleaner to use. Everything is now grouped together by relevance.
Added a quick-start guide on RenderDoc debugging. Note this is only tested to work for Direct3D11 at this time, rest of the apis to follow.
Material compiler should throw less
Voxel GI system has been moved to compute, can handle multiple lamps and two bounces now. Still needs optimizaion and glitch fixes, use with care. Added new
Relightoption to recalculate lighting when lamp moves. Voxels doc:
SSR now traces in all directions by default.
HTML5 output should be a bit smaller again, minimized & compressed default cube + forward path at around 100KB.
Linked armature duplicates are now rendered correctly, each linked armature can be set to different action.
More progress on inverse kinematics solver, almost there but not fully accurate yet. Example using a script:
Added more options to add-on preferences. Setting default code editor when editing scripts, graphics API to use when launching Krom, UI scale for built-in tools like armorui, legacy shaders to run on older hardware.
Time scale now properly affects physics.
Added new example, dragging rigid bodies using mouse:
Added new example, loading assets at run-time from poly.google.com (or any other server):
In case you missed it, ArmorPaint 0.2 has been released!
- Improving the docs - new landing page, built-in
Edit on githubbutton, builds from markdown on the fly using docsify.js.org.
- Updated the setup guide with a short video:
- Added new tutorial on the Armory basics:
- Updated tanks mini-game tutorial:
- Added new bake tool. Quick-start on Cycles baking for light-maps:
Feel free to explore repositories on GitHub for more stuff:
Hunt all the bugs, help Armory reach v1.0:
0.3 builds have been up for the last few days, so hopefully good to go now. Thanks to everyone for the tireless testing!
Two more tutorials are in the works - should be getting up shortly. I will be also releasing a set of stand-alone demos, which has been requested many times.