Version 0.4.10 – Memory Fixes & Editor Enhancements!

Over the past few months, the engine received a significant wave of improvements across the board. From asset handling to memory management, new projectile logic, and editor refinements β€” this update packs performance, stability, and better modding support.

 

🧱 Asset System Overhaul

  • Complete refactor of ShapeAsset and ImageAsset systems

  • More robust metadata population and image path resolution

  • Fixed inability to create blank MaterialAssets or GameModes via Asset Browser

  • Added direct image file selection

  • Introduced safer handling of empty StringTableEntry values in assets

  • Improved asset folder creation workflows

  • Image safety checks and symbol prefixing for preview clarity

 

πŸ’₯ Projectile & Gameplay Enhancements

  • Projectiles no longer require shapes β€” lightweight setups are now possible

  • Added logic to support projectiles with optional debris or missing shapes

  • Extended setMoveTrigger() to accept boolean values

  • Fixes for updatePlayerAttachment() and improved attachment filtering

  • Initial work on AI turret fixes and cleanup of dependent behaviors

 

πŸ› οΈ Performance & Memory Improvements

  • Major memory leak fixed in GFXDevice::createStateBlock()

  • Additional safety checks in safe_delete macros

  • Cleaned up uninitialized variables and destructors (e.g., SFXEmitter, VolFog)

  • Reduced TSStatic netload for better multiplayer efficiency

  • Leak tracing tools enhanced for better debugging

 

πŸ§ͺ Rendering & Shader Updates

  • Refactored ShaderGen pipeline

  • OpenGL compatibility improved (fixed UBO handling)

  • Removed shader const timer clamping

  • Cleanup of legacy OpenGL artifacts

  • Support for SDL2 backend with OpenAL

  • Updated libogg, libsndfile, and xiph libraries

 

🎨 Editor & UI Improvements

  • Visibility mode dropdown in the editor is now modular and extendable

  • Updated assetBrowser.pscript, menuHandlers, and materialEditor scripts

  • Polished SimView window and ScriptTest.cpp

  • Added support for parallax_engine_logo asset format

  • Refined error reporting and UI integration for project initialization

 

πŸŒͺ️ Experimental Features

  • Initial Tornado gameplay feature added β€” then removed after testing

  • Fixed missing files and cleaned up related effects

 

πŸ”§ Other Notable Fixes

  • Fixed issues with composite texture channel selection

  • Disabled polyList generation/export for SceneGroups (performance boost)

  • Cleanup of legacy direct references and unused methods

  • Improved autosave behavior

  • Re-enabled “Compile All” functionality

  • .gitignore removed and stray prototypes cleaned from the tools folder

 

βœ… Final Notes

This update sets the stage for smoother mod development, improved visual polish, and reduced technical debt across the board. From backend updates to quality-of-life editor tweaks, version 0.4.10 builds a solid foundation for upcoming content and feature expansions.

As always, your feedback is welcome!