Armory 0.5
New builds are up and can be downloaded at:
Support Armory development:
https://armory3d.org/fund
Get started:
http://armory3d.org/manual/#/getting_started/setup
Note: Using the built-in updater will not pull in all updates, please get the full package manually from itch.io or clone the sdk if you are migrating from 0.4.
Release notes:
Check out full commit logs:
- https://github.com/armory3d/armory
- https://github.com/armory3d/iron
- https://github.com/Kode/Kha
- https://github.com/Kode/Kore
Updates:
-
0.5b builds are now up, including lot of fixes from the 0.5 testing period.
-
Both Blender 2.79 and (updated) Blender 2.8 versions are available. Use 2.79 by default, 2.8 is experimental only. 2.8 contains the viewport player.
-
We are now running on Haxe 4! Check out the Haxe release notes at:
https://haxe.org/download/list/ -
Kode Studio has been updated! Runs on the latest VS Code. Krom now launches directly from Kode Studio.
- Experimental - Kode Studio now supports Krom debugging!
-
Krom binary is now 2.8x smaller, single executable with no external dlls / libs. It is using the Chakra engine by default. V8 builds are available on GitHub.
-
Kha / Kore has a new windowing system under the hood. Managing multiple windows per application is easier.
-
Krom window on macOS correctly pops up to the foreground now (thanks poke1024!)
-
Character skinning CPU performance has been improved and consumes less memory now.
- First work on the raytracing API for Kha is now merged. Runs on Direct3D12, Vulkan support will be added. Hybrid raytracing render-path is in the works for Armory.
- Related GDC presentation:
-
Tons of improvements pushed to our Direct3D12 / Vulkan / Metal backends. Shader compilation is now more robust.
-
More progress on the Graphics5 API in Kha. This API is designed to take the full advantage of Vulkan / Direct3D12 / Metal APIs.
-
Small Kha examples on the Graphics5 API and raytracing now available:
https://github.com/luboslenco/RayTraceG5
https://github.com/luboslenco/ShaderG5
https://github.com/luboslenco/RayTraceG5-Kore -
Kore, the low-level library powering Armory is moving to C.
-
Idle CPU usage has been minimized on Windows.
-
More gamepad fixes, fixed macOS support.
-
Fixed mouse lock and mouse hide on Linux.
-
Krom will now exit gracefully on Linux.
-
Updated HashLink support, now with Android support.
-
trace()
function has been improved. Also prints to the console on Windows now! -
Armory has been optimized to output smaller builds again. Dead-code-elimination is now more effective. Minimal HTML5 project should now fit into 290KB. See doc.
- Build system has been improved, now with multi-threaded shader and asset compilation. Depending on the number of processor cores, build times should be significantly faster. Use
Armory add-on preferences - Khamake Threads
to configure number of threads.
-
Drawing order can be now set in the
Armory Render Path
panel using theDraw Order
property. -
Blending modes can be manually set for the material now.
-
Armory SDK size has been further reduced. Windows
.zip
archive went from 272MB to 232MB.7z
archive is now at 144mb. -
More bone-child fixes have been pushed,
bonechild
example has been restored:
https://github.com/armory3d/armory_examples/tree/master/animation_bonechild
- Basic top down template has been added:
https://github.com/armory3d/armory_templates/tree/master/top_down
- New twin stick shooter template has been added:
https://github.com/armory3d/armory_templates/tree/master/twin_stick
-
Armory has a new web page (thanks Rovacado!)
https://armory3d.org/ -
Video tutorials page has been added:
https://armory3d.org/manual/#/getting_started/video_tutorials -
New Armory Discord server has been opened. Now linked on the community page:
https://armory3d.org/community -
Roadmap page has been created. It is now possible to up-vote feature requests on GitHub.
https://github.com/armory3d/armory/projects -
See the most up-voted feature requests - currently Light Probe Support and Entity Component System!
-
Download page now has more demos available - stand-alone twin-stick shooter (powered by Krom), baked lighting and skinning demos.
https://armory3d.org/download
- New ArmorPaint has been released!
ArmorPaint 0.4 is out!
-
Material nodes can now be controlled with logic nodes or scripting. Added a new example.
https://github.com/armory3d/armory_examples/tree/master/material_params
-
Logic nodes can now be linked be sharing the same ID. Added a new example:
https://github.com/armory3d/armory_examples/blob/master/logic_basics/linked_variable.blend -
Added a new split screen example:
https://github.com/armory3d/armory_examples/tree/master/split_screen
-
Logic node variables can now be monitored in debug console. Added a new example:
https://github.com/armory3d/armory_examples/blob/master/logic_basics/watch_variable.blend -
Added
Bone FK
andBone IK
logic nodes to perfom forward/inverse kinematics. Updated example at:
https://github.com/armory3d/armory_examples/tree/master/animation_movebone
-
Added
Pause Trait
andResume Trait
logic nodes. New example at:
https://github.com/armory3d/armory_examples/blob/master/logic_basics/pause_trait.blend -
Animation blending can be manually controlled now. Added a new
Blend Action
node. New example at:
https://github.com/armory3d/armory_examples/tree/master/animation_blend
- Added a new example showing how to match sun direction with hosek wilkie sky:
https://github.com/armory3d/armory_examples/tree/master/world_sun_direction
-
Logic nodes can now control custom shaders. Updated example at:
https://github.com/armory3d/armory_examples/tree/master/material_shaders
- More progress on configuring graphics settings at runtime! New example at:
https://github.com/armory3d/armory_examples/tree/master/game_settings
-
Instanced children feature now support rotation and scale. Updated example at:
https://github.com/armory3d/armory_examples/tree/master/instancing
-
Added a new example - using rigid body collision groups:
https://github.com/armory3d/armory_examples/tree/master/physics_collision_groups -
UI editor has been updated with support for more elements.
- Updated UI canvas example with new elements:
https://github.com/armory3d/armory_examples/tree/master/ui_canvas
- Updated HaxeUI example:
https://github.com/armory3d/haxeui_example
-
Setup guide has been updated, has a troubleshooting section now:
https://armory3d.org/manual/#/getting_started/setup -
Added a resource page - integrating Armory into JavaScript environment:
https://armory3d.org/manual/#/code/js -
Added a resource page - integrating Armory into C/C++ environment:
https://armory3d.org/manual/#/code/cpp -
Materials doc page has been updated with blending and material params:
https://armory3d.org/manual/#/graphics/materials -
Particle setup is simplified, there is no longer need to set material flag.
-
Added a new doc on working with transform:
https://armory3d.org/manual/#/code/transform -
Added a new doc page with optimizing tips:
https://armory3d.org/manual/#/essentials/optimize -
Added a new doc page describing Krom features:
https://armory3d.org/manual/#/essentials/krom -
Added a new doc page with contribution guides:
https://armory3d.org/manual/#/dev/contribute
-
More updates to the manual:
https://armory3d.org/manual/#/essentials/physics
https://armory3d.org/manual/#/essentials/navmesh
https://armory3d.org/manual/#/essentials/debug
https://armory3d.org/manual/#/essentials/ui_editor
https://armory3d.org/manual/#/graphics/instancing -
Curious about the Armory project development history? There is a brief outline now:
https://armory3d.org/manual/#/remarks/history
-
Updated HTML5 doc with embedding guide:
https://armory3d.org/manual/#/platforms/html5 -
Updated Armory API docs:
https://armory3d.org/manual/api/ -
Added a new Krom export video:
https://armory3d.org/manual/#/platforms/windows
https://www.youtube.com/watch?v=GVw3B5e4Rjs
-
Memory leaks in Bullet physics integration have been fixed.
-
Mesh collision shape is now supported.
-
Updated Oimo physics engine integration. Oimo is a lightweight engine, written in Haxe, now with convex hull support:
https://github.com/armory3d/oimo_module -
logic_pack
has been refactored and has a proper code structure now (thanks zaethan!):
https://github.com/armory3d/logic_pack -
App template project has been updated, a simple starting point for building apps:
https://github.com/armory3d/app_template
- Started a simple project which aims to document Armory integration into your own / existing software. Work in progress at:
https://github.com/armory3d/armory_houdini
-
Self-contained Armory mesh exporter has been updated, useful when using Iron library:
https://github.com/armory3d/iron/tree/master/tools -
Particle Systems are now properly cleaned up on removal.
-
Improved folder structure for published games, all data is now placed in a single folder.
-
More fixes to mesh batching and level-of-detail features.
-
Initial support for handling big world coordinates, currently behind the
arm_centerworld
flag. Will be enabled by default in the future. -
Bezier interpolation for object actions has been implemented.
-
Iron has more code docs now (thanks kenthinson!)
https://github.com/armory3d/iron/pull/45 -
Math module has been reworked for more performance.
-
Improved CPU performance when performing draw dispatch in the render path.
-
When switching scenes, voxel volume is now properly updated (voxelao/gi).
-
Improved performance for C/C++ targets, Armory asset parser will load data into classes through @:structInit.
-
Unwrap type can now be set in the
Armory Bake
tools.
-
Warning will be shown on wrong logic node connection.
-
Warning will be shown on missing UV coords / vertex colors.
-
Warning will be shown when trait script file is not found.
-
Save on Build
option is off by default now. -
Bundle
andIcon
can now be specified inArmory Exporter
.
-
Logic nodes will no longer throw exception when receiving null input.
-
Look At
logic node has been added. -
Deg to Rad
andRad to Deg
logic nodes has been added. -
New Debug Console - contains log viewer, scripting, render-path inspector, profiler and resource watcher.
-
Added a new
Array Slice
andArray Splice
nodes. -
Added a new
Contains String
node. -
Get Child
node allows to specify object name search type.
-
Pausing / resetting physics world is fixed.
-
More fixes on the mobile browser compatibility.
-
Removing item in the
Armory Lod
panel also removes the generated lod mesh now. -
Fixes to the
Mapping
,Hue/Saturation
,UV Map
material nodes. -
More vertex displacement fixes (displacement can by driven by vertex color now).
-
Reduced shadow artifacts when using tessellation.
-
Updated exporter with preparations for shape keys support.
-
Added support for
Tangent
material node. -
Color Ramp
material node now works properly, handles multiple color stops and interpolation modes. -
Armory Updater
will now properly print a message once the update is completed. -
Armory Updater
now also handles updating Krom binaries. -
Blending has been fixed for the forward render path.
-
Fixed TAA artifacts when coupled with displacement.
-
Added a new
Switch
logic node (thanks devination!) -
Initial support for
Vector Curves
andRGB Curves
material nodes -
Math
logic node has been updated with newly added functions. -
Added a new
Set Particle Speed
logic node. -
UI Scale
property set in Armory add-on preferences will now also affect Debug Console. -
Fixed soft-body physics compilation for C++ targets.
-
Improved handling of linked materials.
-
Added new
Set Light Color
andSet Light Strength
logic nodes. -
Local Armory SDK setup is now possible. Build system can generate relative paths. This lets you have a fully self-contained and portable project setup:
https://armory3d.org/manual/#/dev/contribute?id=full-sdk -
Added support for
Backfacing
socket in theGeometry
material node. -
Armory now takes
Properties - Scene - Rigid Body World - Solver Iterations
into account. -
Check out the new logic node tutorials by Armory, Blender, Game!
https://www.youtube.com/watch?v=KlEWfpCpFXw&list=PLCRDzlGnyXOOCrpCXlkezMTj9GTa7B0zu
Explore repositories on GitHub:
Hunt all the bugs, help Armory reach 1.0:
Next up:
Armory 0.5 marks a gigantic step for the engine with tons of challenges resolved and continued performance upgrades. The focus of 0.6 will be fixing graphics features, adding new ones like the Light Probe support and improving graphics performance.
We are also close to run Krom on Android, which will let us run Armory projects on Android straight from Blender in matter of seconds.
And of course the continued bug fixing - the road to 0.6 begins!