Hey everyone! Just thought I'd write a post to announce the Hazel 2023.1 has been released! Let's talk a little about what that means exactly, and what's new.
Basically we've decided to do quarterly "releases" where we merge a QA tested version of the latest features from the dev branch into the master branch. This ensures that the master branch remains stable and useable while the team works on new features in the dev branch. The master branch will be renamed to "release" in the future.
As always, you can continue accessing the dev branch if you would like to see what the team is working on and want to be on the bleeding edge of Hazel - at the price of less stability of course.
As always, this wouldn't be possible without your support, so thank you so much! β€οΈ
Release notes will always be published to docs.hazelengine.com if you would like to view the complete list (we've fixed over 150 bugs!), but otherwise here is a glimpse (highly recommend you click here to view the complete list of changes!):
New Features π
Added Multi-threading to runtime
Added Asset Packaging
Added Sound Graphs
Added Gizmo support for multi-entity editing
Added Editor camera in play mode (ALT+C for now)
Added C# Animation Library
Added Debug Renderer
Added SpriteRendererComponentAdded ability to easily create 2D Sprites via Scene Hierarchy Panel
Added script creation through Hazelnut HZ-41, HZ-37
Added the ability to unparent an Entity via C#Setting Parent to null will now cause the Entity to be unparented
New RigidBody features/changes
Re-added equality operators for Entity and Prefab
Runtime now pre-loads all required assets when loading a scenePreviously this was done on-demand which caused frame time spikesIn the future requires a workflow with domains or something
Reworked the editor console GitLab #200, HZ-63
Added Depth of Field
Added Spot LightsOnly one shadow casting spot light for nowAdded proper soft shadow support for spot lightsAdded discard to Renderer2D.glsl shader for better transparency
Changed TransformComponent to store rotation as quaternion
SHIFT-CLICK in viewport now selects "root" Entity
C# Entities can now be compared using == and !=
Added DOUBLE CLICKING on an asset field in a component now opens that asset in the relevant editor / window
Some multi-entity gizmo changesRotation gizmo is now rendered correctly when rotating multiple entities at once
Added AudioEventsManager class to process and dispatch Audio Events
Material Tables now use AssetHandles instead of Ref
Added a way to set entities' transforms to the Editor Camera's transform + alternate ways to create cameras in scene