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Release notes version 1.6rev2

By popular demand, this allows you to run your game in borderless windowed mode, combining the immersion of full screen with the convenience of windowed mode. Ideal for quickly switching between applications without losing performance or stability.
API Changes:
# Old:
- render.setFullScreen(True) # Enable/Disable
# New:
- render.setFullScreen(render.KX_WINDOW) # Window Screen
- render.setFullScreen(render.KX_WINDOW_FULLSCREEN) # FullScreen
- render.setFullScreen(render.KX_WINDOW_BORDERLESS) # Bordeless Window ScreenUV grid optimized for game development, now showing texture size with a cleaner design.
A new, unique library has been integrated into the Range Engine, providing useful functions for shader development.
To use simply include in the first line:
#include RangeLib
Available functions:
// Simulates UV coordinate offset to create parallax effect (depth in textures).
vec2 getParallax(sampler2D tex, vec2 uv, float steps, float strength);
// Computes the normal of a vertex from its position (often used for lighting).
vec3 computeNormal(vec3 vert);
// Applies a normal map to the base normal, adjusting its intensity.
vec3 normalMap(vec3 normal, float strength);
// Samples from a sprite sheet divided into columns and rows, selecting a specific frame.
vec4 textureSprite(sampler2D tex, vec2 uv, int cols, int rows, float frame);
// Samples texture using spherical mapping (useful for reflections and environment maps).
vec4 textureSpherical(sampler2D tex, vec3 dir);
// Applies a matcap (material capture) texture, simulating surface reflections.
vec4 textureMatcap(sampler2D tex, vec3 dir);
// Blends projections on 3 axes (X, Y, Z) to map a texture onto objects without UVs.
vec4 textureTriplanar(sampler2D tex, vec3 pos, float shap);
// Extracts height/derivative information from a texture to simulate bump mapping.
vec3 textureBump(sampler2D tex, vec2 uv);
// Samples a cubemap texture, often used for reflections or skyboxes.
vec4 textureCube(sampler2D tex, vec3 dir);
// Applies dithering to transparency (alpha) to smooth transitions and avoid banding.
void alphaDither(float ap);
Added per-texture mipmap support, with the option to adjust the mipmap individually and anisotropic filtering. Useful for preserving sharpness in pixelated textures and graphics.
Updated integration with RecastNavigation, improving performance and stability. New features will be added in future versions of Range Engine.