Download Latest Version Update 1.11.6802 source code.tar.gz (11.3 MB)
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README.md 2025-10-29 20.6 kB
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Blog post: https://flaxengine.com/blog/flax-1-11-released/

Release notes: https://docs.flaxengine.com/manual/release-notes/1_11/index.html

Discussion: https://forum.flaxengine.com/t/flax-engine-update-1-11/2330

Changelog:

  • Add new memory profiler
  • Add suport for Tracy profiler on Mac
  • Add integration with Tracy profiler to plot main memory categories
  • Add new Arena Allocator for optimized dynamic memory allocations with a shared lifetime
  • Add memory alloc profiling for virtual pages (on Win32)
  • Add process memory stats for Apple platforms
  • Add version to game settings
  • Add variable DDGI probe size in debug view based on cascade
  • Add GPU profiling support to Tracy integration
  • Add debug tool detection for Nsight Graphics
  • Add explicit GPU resource transitions, memory and compute barriers
  • Add logging missing instance layer on Vulkan
  • Add debug name for PSO catching on D3D12/Vulkan during profiling incl. Development builds
  • Add Platform::Yield
  • Add PLATFORM_CONSOLE define and fix desktop to be as Windows/UWP, not Win32
  • Add support for using custom memory allocator in lambda bind to Function
  • Add GPUResourceMapMode.NoWait flag to control buffer data reading
  • Add nvapi third party module (NVIDIA driver extensions)
  • Add AGS third party module (AMD driver extensions)
  • Add nvapi/AGS libs to D3D11 for efficient UAV writes overlaps on NVIDIA/AMD GPUs
  • Add automatic periodic Vulkan Pipeline State Cache serialization
  • Add red color to Tracy profiler zones that cause CPU waiting to improve profiling
  • Add time slicing to Deserialization stage of async scenes loading to avoid hitching
  • Add higher level streaming time budget in frame based on idle time
  • Add UseLogInRelease to engine config to disable logging in Release builds
  • Add new Custom Lit shading model for custom lighting in materials (eg. Cel Shading)
  • Add resizing to Custom Code nodes in Materials
  • Add improved way of ColorValueBoxes drawing transparent colors
  • Add support for building engine without logging
  • Add label/button text to string convertion for better debugging
  • Add CharacterController.Resize for quick crouching implementation for characters
  • Add option to change Character Controller capsule origin to start at feet location
  • Add SCOPE_EXIT macro
  • Add PositionFormat and TexCoordFormat to model import option for mesh data encoding
  • Add GPUDevice.VideoOutputs with a list of attached monitors
  • Add stencil buffer usage with object layer information
  • Add new scene textures SceneStencil and ObjectLayer to sample Stencil buffer
  • Add render layer mask to decals
  • Add ReadWriteLock to platform api
  • Add support for large 16kb page sizes on Android
  • Add Android native crashes caching
  • Add new PreIntegratedGF with 80% smaller memory but more accurate data
  • Add hot-reload support for material feature template sources on material generation
  • Add and use Max Mesh Position Error to Build Settings for automatic mesh vertex positions storage
  • Add improved import path UI
  • Add LayoutElementsContainer.Image with IBrush for Editor
  • Add new UIBrush that uses UIBrushAsset json resource with a brush data
  • Add hotkey to quick focus debug console input (Ctrl+~)
  • Add highlighting to layers matrix editor to improve UX
  • Add node alignment formatting options to Visject
  • Add highlight to the Visject socket with context menu and improve button texts
  • Add additive (box) and subtractive selection to Visject surfaces (with Ctrl to add or Shift to remove from selection)
  • Add shortcuts for View flags and Debug View modes in Editor
  • Add shortcuts for windows in Editor
  • Add accent colors to Content Finder tool
  • Add wrap scrolling items list with arrow keys and simplify scrolling logic
  • Add GetOrAddButton utility for MainMenu
  • Add GPUTexture.UploadData for changing texture contents via TextureData container
  • Add Texture Size node to particles
  • Add option for debug shapes drawing for particle emitters
  • Add option to show vertices and triangles of collision model in a collider data window
  • Add unscaled time to Material Time node
  • Add support to move Visject socket connections
  • Add skybox rotation feature
  • Add model import options auto-restore from model prefab
  • Add more color gradiant node stops (count from 8 to 12)
  • Add particle data layout debugger tab
  • Add editor option for disabled transform gizmo brightness
  • Add showing added and removed Actors from Prefab Diff menu
  • Add collection item duplication via context menu
  • Add Editor option to auto resize Properties List splitter bar based on longest text
  • Add custom Editor splash screen image (import texture SplashImage inside project Content folder)
  • Add shortcut for editor settings
  • Add controls and filter to actor Toolbox search
  • Add option to add capsule in add colliders menu
  • Add more Editor options for windows and tabs behaviour/logic
  • Add new APIs to Animated Model for more control over custom nodes
  • Add slider with time position to Audio Source editor
  • Add ClipStarted and ClipFinished events to Audio Source
  • Add option to create a new projects from within the Editor
  • Add support for parsing inheritance with preprocessor blocks inside it
  • Add support for Visual Studio 2026 and v145 MSVC toolset
  • Add drawing RigidBody center of mass and attached colliders
  • Add a info message on Debug Log pause on error
  • Add a broken link icon (used in actor scale editor)
  • Add a better way of displaying transparent colors in color properties
  • Add InvokeOnUpdate to C++ scripting api
  • Add more utility methods for Layer Mask api
  • Add initial work on nuget package support
  • Add shift selection for tree nodes in Editor
  • Add VSCode organization for project plugins into own folders
  • Add maximum supported .NET SDK version to 10
  • Add prefab UI viewport scaling
  • Add surface formatting option to straighten node connections
  • Add Visual Script editor method override context menu searchable
  • Add Visject editor panning with RMB over nodes
  • Add options for viewport icons
  • Add preventing autosave when using editor context menus
  • Add Output Window console to show all commands on spacebar
  • Add editor option for build configuration when using cook and run
  • Add support for using shadow maps from linked scene rendering (eg. for 1p weapons)
  • Add shader header proxy for easy .hlsl files creation within Editor
  • Add support for negative Fog Cutoff Distance on fog to draw it in front of the camera Far Plane, no matter the setup.
  • Add actor name to prefab diff view
  • Add quick toggle to debug window group buttons
  • Add Tag editor quick expand with Shift key
  • Add ability to unfold folded categories when scrolling with keyboard in dropdown list in Editor
  • Add better keyboard navigation to Content Finder and fix right click clearing search
  • Add button to quickly jump into Localized String Table that contains it
  • Add viewport icons scale relative to the distance and editor control over it
  • Add utility for if in play mode that returns true for shipped applications (Engine::IsPlayMode)
  • Add auto selecting first item in item list context menu if no selection and the user presses enter
  • Add better logging of unsupported .NET version in tools
  • Add Import/export warning message boxes
  • Add SortOrder to Environment Probe
  • Add exception and crashes catching with processing on iOS/macOS
  • Optimize asset references to support direct registration to reduce Delegate memory allocations and overhead
  • Optimize editor profiler allocations when capturing data
  • Optimize actors registration in SceneRendering to track free items
  • Optimize async scene loading to run in separate stages with time-slicing
  • Optimize physics simulation with higher limit of 8 threads
  • Optimize physics transformation updates propagation in async via Job System
  • Optimize updating actor rendering entry with better thread locking that support async writes on actor update
  • Optimize Actor::DestroyChildren
  • Optimize ContainerControl.DisposeChildren
  • Optimize CSharp scripting runtime to use arena allocator per-assembly
  • Optimize dynamic memory allocations for managed runtime interop collections with a new Arena Allocation
  • Optimize ProbesRenderer to use time-slicing for cubemap faces rendering and filtering
  • Optimize SpriteRenderer to lazy-init
  • Optimize Particles drawing to use a whole RenderContextBatch
  • Optimize GPU Particles simulation to perform memory buffer copies/updates before dispatch
  • Optimize GPU particles Bitonic sort to use separate buffers for indices and keys to avoid additional buffer copy
  • Optimize GPU particles simulation, sorting and drawing with better resource transition barriers
  • Optimize GPU particles simulation by scheduling larger sims first to overlap more work
  • Optimize compute shader pipeline binding on D3D12 and Vulkan when unchanged
  • Optimize sorted particle indices format to 16-bit for small emitters
  • Optimize environment probes filtering shader
  • Optimize foliage rendering with concurrent arena allocator
  • Optimize textures/buffers uploading on Vulkan with page allocator
  • Optimize GPU textures and buffers uploads with a batched memory barrier
  • Optimize Global SDF dispatches with UAV write overlaps
  • Optimize DDGI probes update to overlap both irradiance and distance data dispatches at once
  • Optimize Debug Draw performance of splines to use frustum culling
  • Optimize Debug Commands name building and support nested classes with name hierarchy
  • Optimize Asset::GetPath in cooked build
  • Optimize Spline debug rendering far from camera
  • Optimize particles drawing to run in async jobs
  • Optimize scripting objects spawning on AOT platforms
  • Optimize Audio streaming to reduce lock contention
  • Optimize Color Grading LUT to be cached if unchanged from the previous frame
  • Optimize memory allocations in text rendering related functions
  • Optimize debug drawing of terrain shape in Physics Colliders view mode
  • Optimize slow Tree expansion/collapsion with large amount of tree nodes
  • Optimize decals rendering with depth test
  • Optimize memory alloc on Animated Model init
  • Optimize memory allocation when reading animated model pose by cloth
  • Optimize NavMesh builder when updating a large number of tiles
  • Optimize PhysX work dispatcher to be shared by all scenes
  • Update Tracy to v0.12
  • Update OpenAL to 1.24.3
  • Update volk to version 1.4.304
  • Update to the latest Nintendo Switch SDK version 20.5
  • Update minimum Windows version to 10 (to match .NET 8)
  • Update minimum CPU arch requirement on Windows to SSE4.2
  • Update minimum macOS version to 13 and iOS to 15
  • Update minimum Clang version 14 for Linux
  • Refactor material instance to not override all public parameters by default (need explicit set)
  • Refactor level actions to support time budget and time slicing
  • Refactor Color Grading LUT rendering to have config for 2D/3D mode
  • Refactor specular lighting to properly map specular as reflectance in BRDF
  • Rename Prefetch to MemoryPrefetch
  • Remove ConcurrentSystemLocker and use ReadWriteLock instead for better threading synchronization
  • Fix memory leak on sequential mesh buffers update
  • Fix missing BoundsScale usage on AnimatedModel
  • Fix various margins and spacings between UI elements in Editor to be consistent
  • Fix profiler memory propagation (in events hierarchy)
  • Fix camera view matrix calculations to use double vector types if Large World enabled
  • Fix output log console to remove executed command from history no matter the placement
  • Fix output log console to resize width to contain whole item text
  • Fix missing sphere bounds update for splines
  • Fix support for nesting classes inside other scripting classes
  • Fix AutoFocus on ContainerControl to be false by default
  • Fix game UI focus loss when hiding focused control to maintain gamepad navigation in Editor
  • Fix memory leak on material instances when updating layout of Text Render
  • Fix draw calls batching to ignore distance in opaque passes for better draw calls instancing
  • Fix reflection probes capture seams on cube face edges due to volumetric fog
  • Fix shader asset path in debug name in cooked build
  • Fix Asset.WaitForLoaded to yield or sleep thread for proper multithreading on some platforms
  • Fix MClass::GetNamespace typo that returned name instead
  • Fix .NET version to use selection for consoles with fixed setup
  • Fix missing TypeConverter support in AOT build
  • Fix AOT libs rebuild when corlib was modified to avoid version mismatch
  • Fix game splash screen to wait for texture to be streamed in, not just allocated
  • Fix GPUBufferDX11::Map to wait on data to avoid missing data when reading staging buffers
  • Fix PSO init to release old data on recreation
  • Fix profiler tables to use column headers aligned to center
  • Fix Vulkan descriptor sets pooling
  • Fix debug command type detection when it's used with argument
  • Fix deadloop in HtmlParser when parsing text with incorrect tags
  • Fix ManagedDictionary cache to be cleared on hot-reload
  • Fix ConcurrentSystemLocker to guard for a single writer at once
  • Fix incorrect image buffer usage in Render Output Control
  • Fix fullscreen borderless window on macOS
  • Fix bug in CustomEditorWindow usage
  • Fix scroll bars not updating when dragging items
  • Fix GUI input when edit GUI option is false and game is being played
  • Fix crammed color grading editor value boxes
  • Fix tree nodes drawing in Editor
  • Fix trying to add scene to actor group
  • Fix atan2 node to use default box value
  • Fix deprecated asset saving to skip temporary or virtual assets
  • Fix crash on invalid particle data to be a soft check instead
  • Fix new asset file creation dialog button if asset can't be created
  • Fix newly created skeleton mask to be able to open
  • Fix json guid parsing to check for correct hex characters
  • Fix timeout calculation in Task::Wait
  • Fix loading models with no meshes
  • Fix particle emitters to wait for used textures to be loaded and streamed in for proper usage in a graph
  • Fix automatic collision importing from mode to remove unused material slots
  • Fix transparency-related material options when using material with deferred shading
  • Fix animation preview bounds scale
  • Fix scene lightmaps removal clearing actors linkage to lightmaps
  • Fix missing default value of localized string in editor
  • Fix scroll to selected actor in view when emptying out search box
  • Fix zoom behavior when zooming in and out in Visject surface editor
  • Fix Visject surface select with Control to toggle selection of the node
  • Fix node delete button not checking if the user is performing certain actions on the surface
  • Fix focusing on custom actors in editor that have missing bounds
  • Fix particle emitter editor source code button enable/disable itself
  • Fix performing layout after changing selected tab
  • Fix scroll to node on selection in Prefab editor
  • Fix Content window search to be cleared when selecting asset picker asset
  • Fix skipping scene tree scroll to node when play is starting or ending
  • Fix panel scroll bars update to be performed once again if controls are gets changed during layout
  • Fix prefab diff in Editor on mesh reference
  • Fix prefab instance root name to never apply from scene instance
  • Fix missing Physics Colliders view if Debug Draw is disabled
  • Fix fog to draw Fog Cutoff Distance via a plane, not sphere test
  • Fix changing CharacterController center at runtime to maintain actor placement
  • Fix duplicating json assets to properly remap object IDs
  • Fix issue with toolstrip not updating on scene reload
  • Fix terrain collision debug draw flickering when moving camera in Large Worlds
  • Fix Terrain shader error when using Position Offset
  • Fix vector and quat equality checks to use exact component value
  • Fix Android NDK version parsing when using beta build
  • Fix BitArray bit indexing
  • Fix Array::RemoveAt to move element and avoid data copies
  • Fix hot-reload files not getting cleaned up during startup
  • Fix infinite loop on rich text box tag parsing with incomplete end of tag
  • Fix edge case for anim event on min or max frame when looping
  • Fix anim event playback when is reversed
  • Fix using material VS to PS node directly within material input
  • Fix saving skinned models with blend shapes
  • Fix minor artifacts on terrain normals
  • Fix sampling textures in decals to use custom mip-level
  • Fix shadow bias artifacts on Low shadows quality
  • Fix motion vector stability on Large World origin changes
  • Fix SSAO artifacts with flat normals look
  • Fix Motion Vectors rendering skipping when not needed by SSR
  • Fix memory leak on recast objects when building NavMesh tile
  • Fix missing/incorrect toolchain exception to log only once
  • Fix incorrectly rendered transparency in Physics Colliders view mode
  • Fix not attaching updated collision data to rigid body
  • Fix CheckBox to display check state when created in game without editor icon atlas
  • Fix HashSet::Add returning incorrect value
  • Fix reverting prefab object reference in nested prefabs
  • Fix duplicate and remove options being clickable on non-resizable collection editors
  • Fix editing UI Brush in prefabs
  • Fix prefab window to use UI Mode for empty UI Control prefab
  • Fix prefab root name and transform being changed when applying local changes of sub-object
  • Fix object ids remapping inside nested prefabs
  • Fix debug drawing wheeled vehicle in prefab viewport
  • Fix incorrect Lambert Diffuse shadowing to use just N dot L for accurate lighting
  • Fix model import scale on nodes that could be applied multiple times on the same mesh
  • Fix Blend Poses nodes to smoothly blend back when transition goes back
  • Fix Content Window navigation bar to expand toolstrip for proper scroll bar display
  • Fix Output Window console to resize pupup window
  • Fix Editor undo on collection properties that return different object on get
  • Fix script fields prefab diff showing and reverting with undo
  • Fix warning when cloning actor from prefab that is not a root
  • Fix scene object pointer serialization in C++ to use correct serializer
  • Fix scaling for TextRender
  • Fix rich textbox vertical alignment
  • Fix Volumetric Fog flicker on camera cuts
  • Fix missing Volumetric Fog affecting transparent materials
  • Fix sun shadows when direction is perfectly vertical
  • Fix view distance light property from affecting brightness all of the time
  • Fix importing emissive, roughness, metalness and wireframe properties of materials with Assimp
  • Fix terrain exporting to properly calculate size and sample positions
  • Fix particle effect parameter to apply overrides when emitter is changed and when activated in the tree
  • Fix particle material compilation error when using position offset
  • Fix sky rendering in ortho and oblique projection
  • Fix missing root motion copy when using input skeleton pose (eg. IK node)
  • Fix loading projects that have similar path to engine folder
  • Fix terrain physics error on end play when it's disabled
  • Fix changing Rigid Body center of mass offset
  • Fix duplicating splines with parents
  • Fix font hit test on multi-line text past the line end character
  • Fix using enums as Scene Animation Event parameters
  • Fix crash when rendering bloom or lens flares in too small viewport
  • Fix crash when existing engine while content streaming is active
  • Fix crash on invalid GPUBuffer vertex layout in empty buffer
  • Fix crash when memory stream reading fails and perform soft error handling
  • Fix crash when using material instance that has more parameters that base due to material error
  • Fix crash when importing mesh with incorrect triangulation
  • Fix crash when importing model as prefab and handle duplicated object names
  • Fix crash on stack overflow exception in shader graph recursion to be detected
  • Fix crash in GPU Memory profiler if resource went null
  • Fix crash on memory access in Vulkan descriptor set data
  • Fix crash on particles sorting memory access
  • Fix crash when prefab root object failed to deserialize
  • Fix crash when unloading texture with leftover streaming task that was idle
  • Fix crashes of scripting backend on Android
Source: README.md, updated 2025-10-29