| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | 2025-10-29 | 20.6 kB | |
| Update 1.11.6802 source code.tar.gz | 2025-10-29 | 11.3 MB | |
| Update 1.11.6802 source code.zip | 2025-10-29 | 14.4 MB | |
| Totals: 3 Items | 25.8 MB | 8 | |
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_CONSOLEdefine and fix desktop to be as Windows/UWP, not Win32 - Add support for using custom memory allocator in lambda bind to
Function - Add
GPUResourceMapMode.NoWaitflag to control buffer data reading - Add
nvapithird party module (NVIDIA driver extensions) - Add
AGSthird party module (AMD driver extensions) - Add
nvapi/AGSlibs 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
UseLogInReleaseto 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.Resizefor quick crouching implementation for characters - Add option to change Character Controller capsule origin to start at feet location
- Add
SCOPE_EXITmacro - Add
PositionFormatandTexCoordFormatto model import option for mesh data encoding - Add
GPUDevice.VideoOutputswith a list of attached monitors - Add stencil buffer usage with object layer information
- Add new scene textures
SceneStencilandObjectLayerto sample Stencil buffer - Add render layer mask to decals
- Add
ReadWriteLockto platform api - Add support for large 16kb page sizes on Android
- Add Android native crashes caching
- Add new
PreIntegratedGFwith 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 Errorto Build Settings for automatic mesh vertex positions storage - Add improved import path UI
- Add
LayoutElementsContainer.ImagewithIBrushfor Editor - Add new
UIBrushthat usesUIBrushAssetjson 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
GetOrAddButtonutility forMainMenu - Add
GPUTexture.UploadDatafor changing texture contents viaTextureDatacontainer - Add
Texture Sizenode 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
SplashImageinside projectContentfolder) - 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
ClipStartedandClipFinishedevents 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
InvokeOnUpdateto 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
.hlslfiles 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
Shiftkey - 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
SortOrderto Environment Probe - Add exception and crashes catching with processing on iOS/macOS
- Optimize asset references to support direct registration to reduce
Delegatememory allocations and overhead - Optimize editor profiler allocations when capturing data
- Optimize actors registration in
SceneRenderingto track free items - Optimize async scene loading to run in separate stages with time-slicing
- Optimize physics simulation with higher limit of
8threads - 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
ProbesRendererto use time-slicing for cubemap faces rendering and filtering - Optimize
SpriteRendererto 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::GetPathin 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
volkto version1.4.304 - 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
13and iOS to15 - Update minimum Clang version
14for 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
PrefetchtoMemoryPrefetch - Remove
ConcurrentSystemLockerand useReadWriteLockinstead for better threading synchronization - Fix memory leak on sequential mesh buffers update
- Fix missing
BoundsScaleusage onAnimatedModel - 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
AutoFocusonContainerControlto befalseby 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.WaitForLoadedto yield or sleep thread for proper multithreading on some platforms - Fix
MClass::GetNamespacetypo that returned name instead - Fix .NET version to use selection for consoles with fixed setup
- Fix missing
TypeConvertersupport 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::Mapto 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
HtmlParserwhen parsing text with incorrect tags - Fix
ManagedDictionarycache to be cleared on hot-reload - Fix
ConcurrentSystemLockerto 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
CustomEditorWindowusage - 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
atan2node 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
BitArraybit indexing - Fix
Array::RemoveAtto 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 normalslook - 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
CheckBoxto display check state when created in game without editor icon atlas - Fix
HashSet::Addreturning 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 Lfor 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