* Editor: fix collision panel, add option to convert game object to asset * Editor: in run mode, the game object transform show is the realtime transform (vs. * Editor: F5/F7 keys to simulate/run, F2 to show collisions * Editor: integration of the new pipeline api (OasisAtNight and OasisAtSun demos are runnable in editor)
![using manipulators without a texture ac3d using manipulators without a texture ac3d](https://www.inivis.com/images/features/group.gif)
* SkyX/HydraX: support for new pipeline api * Migration to Java 7 (next builds will target Java 8) * Physic: updated to bullet physics 2.83.5 and V-HACD to latest * Math: moved to bonzaiengine package, vector and color fields public * Serialize: refactor and merge features from editor tool (format is forward compatible), add support for json array * Widget: List with customizable element's widget, default text added to TextField, discard from rendering element out of screen * GameKit: integrate pipeline api in RendererConfigComponent, added OmniLightComponent, added RequireComponent annotation to specify hard dependency between component (the GameObject will try to create them if not exist), RequireService annotation to access and share service registered (getGameObject().getGameScreen().getGame().registerService), AnimationComponent enhancements, RenderableComponent interface, fovY added to CameraComponent * Visibility: added OrientedVolume and re-write IVolume api * Texture: add clip and copyRegion helpers
![using manipulators without a texture ac3d using manipulators without a texture ac3d](https://image.prntscr.com/image/qzzjD8ppT9q-WStZGwbe3Q.png)
* Light: api re-write to separate light param from model * Material/Surface: refactor ISurfaceCreator into ISurfaceType, added SURFACE_MRT and SURFACE_MRT_WT_DERIVATIVES in DefaultSurfaceTypes
#USING MANIPULATORS WITHOUT A TEXTURE AC3D GENERATOR#
* Shader: number of lights dynamically adjusted, replaced mrt option of the shader generator by SURFACE_MRT/SURFACE_MRT_WT_DERIVATIVES surface types, auto-bind custom sampler to free texture unit, better exception handling when required MaterialLibrary is missing in shader generator (required since 1.3.2)
![using manipulators without a texture ac3d using manipulators without a texture ac3d](https://i.ytimg.com/vi/uVO36rnDr0o/mqdefault.jpg)
* Framebuffer: added enums, GBuffer changes * Renderer: added RenderState (easily swap state), added SamplerState (bind TextureID to shader sampler name), VAO usage improvements, refactor RendererPipeline to Renderer, Batch enhancements, Shapes api changes * Drawing: new api for rendering line based shapes, support for AutoCAD DXF * Pipeline: new api to customize the engine rendering pipeline targeting GL2+ config defining 'stages' and 'commands' (savable/loadable from xml/json, hot swappable) + drawing api for rendering line based shapes + render and sampler state to easily swap state + pipeline api to customize rendering pipeline, and gamekit integration