because of ts compiler changes, ts scripts in the variable no longer support # number naming variables, import file name also has case restrictions new version of the game released, the previous version of the engine can not play properly.
class.name requires developers to maintain a static variable, compiling compressed code may cause the class name to change at runtime
the editor compile error pop-ups may be incorrect
If you encounter build.ts compilation error, please delete build.ts and recompile
In order not to expose to the user, the editor mode is removed from the run mode, you can configure the editor mode independently in this file: WindowsNoEditor\MW\Saved\MetaWorld\Projects\ugc\Config directory under GameSetting.ini with the following fields bMobileEditor=True
the new version of the script in capitalization interface in vscode will prompt an error, but does not affect the operation
the new version changed the editor PIE start process, solve the original PIE may appear card "server start" problem, will affect the previous real-time log tool can not be displayed in the log, now only the editor log output window display information.
the GameUI construct function may be executed twice, the next version to solve
low Occasionally the process is not destroyed after exiting the Editor, you can actively end the process in the task manager, next version to solve
When creating a new template, dragging and dropping scripts to the template may cause the script compilation to fail, which can be solved by reentering the project, next version will fix it completely.
launch the editor with launcher, there may be MWTS log printing is not correct, please in the project -> editor settings -> run settings, first set to display only custom log and then switch to display all logs can be solved
due to camera optimization cameraLocationMode and cameraRotationMode implementation has been adjusted, compatible with the old effect need to fill in additional lines of code
UI new Z factor property does not support the use of the prefabricated body editor, subsequent versions to add this feature
save the template may have a low probability of editor crash, prefab2 issue 013 to solve
V0.12.0.0 released game using V0.11.0.0 engine may not be able to enter the game, and so 012 engine occupancy high after you can update the game through 012 version one after another, is expected to next Monday.
【 Optimize】Preview function
Optimize the preview function, adjust the size of the preview map/preview port, and support the viewport preview for static models, animations and special effects.
Effects
Static model: Preview through the preview viewport inside, can be operated with the common viewport camera
Animation: Previewed in the preview viewport, with the ability to switch between characters and play/stop the animation.
Special effects: Preview through the preview viewport, and you can use the common viewport camera to operate.
【Function】Game landscape and vertical screen, resolution simulation
Add Resolution
Resolution list
Display the "Main Viewport Tile" and the resolutions added by the developer, click on a resolution to switch to the selected resolution
Custom resolutions can be deleted
Effect
After selecting the horizontal/vertical screen option, the game can be set to horizontal and vertical screen
Effect
Notes on use
Rocker: At present, there is a problem with the adaptation scheme of the system default rocker under the vertical screen, which has been scheduled for modification, and it is recommended that developers customize the rocker.
233 platform horizontal and vertical screen function: the horizontal and vertical screen function involves 233 platform function, MW and 233 platform is not synchronous release, the function needs 233 platform subsequent release can be used normally in the platform
【Optimization】transform adjustment optimization
After grid alignment is enabled, the minimum adjustment unit of transform in the property bar is consistent with the alignment value set in the toolbar.
When grid is not enabled, the minimum adjustment unit of transform in the property bar is as follows
Move: the default unit is 1
Rotation: default unit is 1°
Scale: default unit is 0.1
The minimum adjustment unit of transform in the UI editor is as follows
Position: default unit is 1
Size: default unit is 0.1
【Optimize】 Object Manager to save object hidden state
[Optimize] No nodes are not expanded when mounting/copying and pasting objects
【Optimization】Wrap-around box performance optimization when mouse is selected or hovered over an object
【Optimization】 Axis display optimization
【Function】 Icon and wireframe hiding function
【Optimization】 Optimize the selection of locked objects
【Function】Right-click Menu of Local Resource Library
[Optimize] Resource preview support copy GUID, resource name
【Optimize】Add loading to save project
【Function】Role editor supports removing skeletal models
In the role editor - basic - role settings adjustable items can switch the role to none, after switching the role to use the secondary female skeleton, clear the role reference skeletal model, texture and other resources
Note: When you switch the role to none, you cannot use the adjustable item of character image editing, you can use the item preview and animation preview function.
【Function】The character editor supports switching the whole set of basic poses
In the character editor-animation preview, you can switch the whole set of basic pose of the character, and the character will use the corresponding basic pose after switching when running.
When switching between characters in the Character Editor - Character Settings, the character will be automatically switched to the corresponding basic pose of the character.
Note: The "default standby pose" in the animation preview does not include basic poses such as walking, running and jumping, and is only used as a convenient adjustment slot for developers.
[Optimization] Attribute panel supports tips configuration
[Optimize] Selected model can display the number of triangular faces and vertices Object Manager
Resource preview window
[Optimize] Show the animation duration of action resources
Resource preview window
【UI Editor】 New hierarchy adjustment function between UI files
In order to adjust the rendering order between UI files, the property panel adds a new property [UI Settings] - [z-factor], the UI files with larger z-factor are rendered in the upper layer
The UI files with the same z-factor are arranged according to the upper and lower order of the object list, and those with the lower object list are rendered on the upper level. .
[World Settings] New gravity preset: default (preset value: -2000)
In order to adjust the feel of the character, the default of the new gravity preset, with a default value of -2000, ensures that the character will fall a little faster when jumping.
【Optimization】 Cinematic image quality optimization
Cinematic image quality increased the shadow resolution, currently 4096 Cinematic quality increased the target resolution percentage of scene rendering, currently 200
【Optimization】Multi-selection operation optimization
When multiple objects are selected in editing mode, a whole wrap-around box is displayed by multiple objects. Multi-selected objects may not be at the same level.
When multiple objects are selected in Edit mode, a temporary anchor point is displayed, which is the center point of the whole wrap-around box, and the anchor point can be used to transform the multi-selected objects.
【Optimization】Remove the edit mode option from the main editor
[Optimize] LS mode renamed, limit the number of players to 1
[Function] Anchor point offset function for empty anchor point object editing
Expand the properties of empty anchor object, add custom anchor offset function, improve the convenience of using empty anchor object as parent object.
New anchor offset property field in property panel
Automatic centering of empty anchor points
Click the Auto-Center button
If there are child objects, the empty anchor point is centered in the enclosing box created by all child objects, and the XYZ property value of the empty anchor point is changed to the XYZ position parameter of the center point relative to the current Transform coordinate.
[Image]
If there is no child object, the position of the empty anchor point remains unchanged and the XYZ parameter defaults to 0
Manual offset of the null anchor point
Vertex adsorption
After clicking the vertex adsorption button, the interface highlights all the enclosing box vertices and center points with red spheres, and the mouse becomes a cross.
When in Vertex Adsorption mode, two exit rules are included
Click ESC to exit
Exit with any vertex selected
In order to facilitate the quick selection of the required viewpoint, the new [Camera Mode] function, developers can quickly select the camera mode in the new drop-down options in the camera properties panel; after selection, the properties panel will be modified in accordance with the preset value refresh.
The camera mode can also be selected in a script, e.g.
this.fireButton.onJoyStickDown().add(() => {
//Press the joystick to enter the first-person aiming view, and turn on the real effect
GamePlay.getCurrentPlayer().character.cameraSystem.switchCameraMode(0,true)
GamePlay.getCurrentPlayer().character.cameraSystem.cameraFOV=70
this.fireButton.setInputScale(new Type.Vector2(0.2, 0.2))
});
this.fireButton.onJoyStickUp().add(() => {
// Release the joystick to fire the bullet and restore the third-person over-the-shoulder view with realistic effects on
Events.dispatchLocal("FIRE_CLICK_Gun");
GamePlay.getCurrentPlayer().character.cameraSystem.switchCameraMode(4,true)
GamePlay.getCurrentPlayer().character.cameraSystem.cameraFOV=90
this.fireButton.setInputScale(new Type.Vector2(0.5, 0.5))
});
CameraMode - Enumeration (CameraMode)
Name Enumeration Value Description
FirstPerson 0 First-person view camera effect
ThirdPerson 1 Third-person view camera effect
TopDownAngle 2 The effect of the camera with a 45 degree angle of view
Default 3 Default effect
TPSOverShoulderAngle 4 Third-person over-the-shoulder view of the camera effect
FPSShootingAngle 5 First-person shooting perspective camera effect
In addition, to make it easier to see which properties have been modified and refreshed after modifying [Camera Mode], all of the following relevant camera properties have been exposed in the panel.
Camera transform - relative position
Spring Arm Transform-Relative Position
Spring arm transformation-Relative rotation
Turn on the real effect
Fixed camera Z-axis direction
【MWAsset Optimization】
From the resource module to optimize the mobile side of the entry time, mobile side to remove the SQLite call, to avoid frequent io caused by time-consuming, the resources used in the project collected to the Asset_Data_List and Local_Asset_List, to avoid requesting resource information time-consuming, speed up the speed of entry into the game.
【Disconnect and Reconnect】
Quit the game by clicking the MGS hoverball, and confirm that the game will not be disconnected again after starting again.
【Frame Rate Alarm】
Add an alarm for the difference between frames, when the current fps is more than 2 times the average of the first 3 frames and less than 12 and 8 frames, a log will be printed.
[API-New]: Get the default picture quality grading interface for cell phones
Global.getDefaultGFXCPULevel() //Get the default CPU picture quality level of the phone
Global.getDefaultGFXGPULevel() //Get the phone's default GPU image quality level
【API-Optimization】: Merged objects support clone
In the editor object tree, the merged object supports dynamic cloning by means of clone().
protected onStart(): void {
let a=MWCore.GameObject.find("1344DA334A3B36BE957BC1889FF2DC88");
let b=a.clone();
b.location=new Type.Vector(0,0,100);
}
[API-Optimization]: Four-wheeled carrier skeleton support MWActor generic interface
The four-wheeled carrier skeleton model in the repository can use the common interfaces such as delete and find in the MWActor interface.