This documents all notable changes to the Visual Pinball Engine and its dependent projects.
Built with Unity 2022.3.0
- Flipper tricks by nFozzy (#436)
- Asset Library now has thumbnails.
- Documentation for score reels.
- Score Motor Component (#435, Documentation).
- Scale support for rubbers.
- Slingarm coil arms can now be any game objects, not just primitives (#432).
- Gate Lifter Component (#418, Documentation).
- Asset Browser (#412)
- Trigger meshes can now be easily scaled (#374)
- We got a new game item called Metal Wire Guide (thanks @Cupiii, #366)
- A Collision Switch component (#344, Documentation).
- A Rotator component (#337, Documentation).
- A Teleporter component (#336, Documentation).
- A Drop Target Bank component (#333, Documentation).
- Editor: Enable manual trigger for coils, switches, lamps and wires during gameplay (#332)
- Support for dynamic wires, also known as Fast Flip (#330, Documentation).
- Component for light groups, allowing easy grouping of GI lamps. (#330 Documentation).
- Slingshot component (#329, Documentation).
- Create insert meshes (#320).
- Full support for custom playfield meshes.
- Remove Hybrid Renderer (#316).
- Create and use Unity assets when importing (#320).
- Native support for nFozzy flipper physics (#305).
- Automated camera clipping (#304).
- DMD and segment display support (Documentation).
- Plugin: Mission Pinball Framework (Documentation).
- Gamelogic Engine: Support for hardware rules (#293).
- Support for Extended ASCII strings (#291).
- Support for Elasticity Falloff in walls (added in VP 10.7) (#291).
- Support for table notes (added in VP 10.7) (#291).
- Slow motion during gameplay (#288).
- Lamp Manager (#282).
- The VPE core is now also available on NuGet.
- VPE is now packaged and published on every merge!
- Native trough component (#229, #248, #256, Documentation).
- Removed DOTS in favor of Jobs with Burst (#459)
- All geometry is now in world space.
- Removed internal ID in gamelogic engine API (#408)
- When importing, meshes are now saved as easily editable
.fbx
files instead of Unity's internal format (#387). - Revised rubber mesh generation (#384).
- APIs for RGB lamps and Visual Scripting (#382).
- Playfield is now rotated to the correct angle during gameplay (#370).
- Decouple light components from transformation override (#350).
- Refactored drag points. They are nicely separated and typed now.
- Collider debug view is now much faster and intuitive. It's also activated per default when there is no visible mesh.
- Drop and hit targets are now different components.
- Kicker is now a coil device with different coils for different angles/forces.
- Ground truth of data is now the scene, not the imported data anymore (#302).
- Plunger is now a coil device, meaning it can both be pulled back and fired through different inputs.
- Move render pipelines into separate repos (#259).
- Put game-, mesh-, collision- animation data into separate components (#227, Documentation).
- Disappearing objects due to wrong bounding box (#441).
- Default table import (#434)
- Remaining ball spinning issue should now be solved (#397).
- Physics error when the ball would stop rotate (#393).
- Finally, ball rotation is rendered correctly (#386).
- Ball stuttering when rolling over dropped target (#375).
- Plunger disappearing due to too small bounding box.
- Fixed switch status when multiple mappings point to the same ID (#347).
- Lighting setup. It's now usable (#330).
- Ball passing through collider plane and disappearing.
- Alpha channel of color values is now correctly written (#291).
- Layer names are correctly computed when importing a 10.6 file (#291).
- Clear texture and material references that don't exist before writing (VP 10.7 behavior) (#291).
- Bug in writing animation vertices which caused VP to hang when re-reading the file (#291).
- A few bugs in drag point gizmos (#246).