CopperCube Changelog

What's new in CopperCube 6.0.1

Aug 14, 2018
  • CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can't be used together at the same time. It will disable anti-aliassing now for this by default.
  • Various minor improvements and tweaks here and there.
  • Better selection indication:
  • Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.
  • Larger Debug console:
  • For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized
  • Improved restart scene action:
  • Previously, the 'Restart scene' action would not reset altered fog and post-processing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.

New in CopperCube 5.7.1 (Dec 15, 2017)

  • There is now a new property value named "PositionAbs" supported by all scene nodes, which returns the absolute position of an object when using ccbGetSceneNodeProperty()
  • Fixed a problem when using a static object with a game AI behavior: Previously, if this object had collision enabled, it wasn't able to correctly shoot because it would cause to collide with itself (if collision was enabled for this object). This has been fixed now.
  • Fixed a problem causing custom behavior scripts not work when loading an external .ccb file into the game using ccbSwitchToCCBFile()
  • Fixed a bug causing animated foliage not to be rendered sometimes in WebGL client
  • realtime shadows
  • Fixed a bug causing jumpy camera when clicking and pointer lock is enabled in WebGL
  • Updated documentation with missing parameters, for example for the ccbSteamSetAchievement() command
  • Updated french translation
  • Updated swedish translation
  • Default Window size for new Windows apps is now 800x600
  • Default canvas size for new WebGL apps is now 800x600
  • Fixed a bug which prevented changing the color of dynamic lights sometimes
  • Fixed bug with deserializing light data when using JavaScript
  • Better WebGL Pointer Lock support:
  • When you use WebGL in fullscreen mode you can additionally enable pointer lock - meaning First Person Shooter controls work on the website as in a desktop app game: The mouse cursor gets hidden and you move the the view by moving the mouse. This feature now works nicely on all modern browser supporting this, and additionally features using mouse coordinates (like the "When clicked on this" or "hovered by mouse" behaviours) work nicely as well by assuming the mouse cursor is now in the center of the screen.

New in CopperCube 5.7 (Jun 19, 2017)

  • Realtime Shadows Support:
  • CopperCube can now draw dynamic shadows, by using shadow maps.
  • This works nicely for outdoor scenes: Put a directional light into your scene and activate the "realtime shadows" checkbox of the root scene object.
  • realtime shadows realtime shadows:
  • You can have both static lighting (light maps), dynamic lighting (shadow maps) and no lighting (white) for objects in the same scene.
  • The technique used is pretty fast and also works nicely in WebGL on websites:
  • realtime shadows
  • It is possible to select manually which object should cast shadows and which should not.
  • There are also a few parameters which can influence the look of this. There is a new tutorial showing how all this works.
  • Limitations: This works only for Windows .exe target with Direct3D and for the WebGL target. Only one, namely a directional light source is supported for shadow casting. (You can also add other light sources of course, but they won't cast shadows)
  • Big game support and dynamic level loading:
  • If your game uses a lot of data like textures / sounds / scenes etc, CopperCube now makes it easy to do this as well: You can now dynamically load levels and scenes at runtime. There is now a scripting function named 'ccbSwitchToCCBFile()', which when invoked will wipe the memory and load/start that new file. This makes it possible to split your game up easily into multiple files. Works for Windows .exe and MacOS apps.
  • Simplified uploading games to Android Play Store:
  • If you are using a newer Android SDK, your CopperCube generated Android game can be uploaded again directly to the store without the need to manually zip-align it. Background: Google moved the zipalign tool location in newer SDKs to another location. CopperCube now detects this.
  • google play upload
  • Additionally, CopperCube is now also compatible with Android Studio.
  • D3D Runtime detection:
  • The editor will now detect missing installed DirectX runtimes and provide a download link to install them.
  • Floating point render targets:
  • C++ code (windows.exe / mac os x): Floating point render to texture formats are now supported
  • Saving textures:
  • You can now save textures to disk using the new scripting function ccbSaveTexture(). This is for example useful when using the built-in 3d model texture packer, and you want to export the model or texture. You can also save textures directly in the editor by right-clicking the texture and choosing "save as...".
  • Other, smaller new features and bug fixes:
  • The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay. Also, this will reduce the 'stuttering' which some people noticed on faster Android devices.
  • The editor now uses some bigger default window sizes when run on bigger screens
  • Windows .exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name.
  • The engine now uses less memory when run on Windows / Mac OS
  • WebGL: Replaced local files warning with updated information (the "allow-file-access-from-files" flag doesn't work anymore with Chrome)
  • Fixed a bug causing dynamic point lights not to rendered correcty sometimes when there was a directional light active as well
  • Improved polish translation
  • Fixed a problem when using the "Restart scene" action which caused memory to leak.
  • Resetting a behavior now using the "Reset" action causes the FPS camera and keyboard controlled camera also to reset their keyboard states.

New in CopperCube 5.6 (Feb 20, 2017)

  • Wind Moved Vegetation Support:
  • Grass, leaves and other vegetation can now be moved by the wind. This works for grass on terrain, leaves of the trees, or any other object you like: It is a new material type setting. If you have a material of the type "Transparent (alpha channel)", you can select "Advanced Settings..." in the combo box of the material window, and check the "Moved by Wind" option.
  • Moved vegetation:
  • This works on WebGL, Android and Windows/D3D targets. On systems not supporting this, the system automatically falls back to static vegetation.
  • There is no performance impact, since every movement is computed on the GPU. You can adjust the wind parameters when selecting the root node in the scene graph explorer, by changing the values under the 'Wind' checkbox in the property window. Grass movement of the terrain can additionally by enabled/disabled in the property window of the terrain.
  • Borderless/Dynamic Window support:
  • The Windows target now supports a new window mode which is known as "borderless windowed" or "dynamic" mode.
  • New widow mode:
  • This mode is usually used by most modern games.
  • Of course, the exclusive mode which was supported before as only window mode is still available as well.
  • This new mode is enabled as default for all new projects. For old projects, you need to switch to this in the publishing settings, if you prefer this behavior.
  • Improved tree generation:
  • The procedural trees generator now creates much nicer looking trees.
  • Screenshot support:
  • Apps for the targets Windows .exe and Mac OS X .app can now save screenshots.
  • The new scripting function ccbSaveScreenshot(filename) saves the current content of the screen to a image file on the disk. Supported file formats are .bmp, .jpg, .tga, .psd, .pcx, .png and .ppm.
  • High precision mode:
  • When using Direct3D, the engine now runs in high precision mode, causing your interpolations look smoother in certain edge conditions
  • New features for people creating their game using C++:
  • There is now a way to get the current fog settings direct from the video driver, using IVideoDriver::getFog()
  • It is now possible to set integer shader constant arrays (previously, only floats were supported)
  • Various other small improvements here and there
  • Better Android multitouch:
  • Android multitouch input now also works nicely with newer, faster Android devices, where sometimes the input controller would hang under certain circumstances.
  • Other, smaller new features and bug fixes:
  • Updated lots of parts of the documentation
  • Added swedish translation
  • Noteable Bug fixes:
  • Fixed a bug causing trees not to be regenerated when changing the texture in the tree generation dialog
  • Fixed a problem causing JavaScript's Date() class not to return the correct time anymore after a D3D device reset
  • Fixed a bug causing tree instances not to be stored on the terrain sometimes

New in CopperCube 5.5 (Oct 27, 2016)

  • Steam Integration:
  • Games created with Coppercube as Windows .exe now automatically have Steam integration built-in. There is support for the Steam-Overlay and an easy way to use Steam Achivements, even without programming.
  • (Note: This of course only works if your game will be published on Steam.)
  • steam integration support
  • Improved First Person Shooter Controller:
  • Several improvements for this behavior where backintegrated from the game 'PostCollapse', including:
  • Repeated jumping is now no longer possible by holding down the space bar
  • Moving and strafing at the same time now longer lets the player move faster that way
  • When the system is hanging shortly (like for example if Windows Defender suddenly causes Windows to slow down), the movement will behave smoothly as before
  • better first person shooter control
  • C++ source code:
  • Users of the pro edition now have access to the full C++ client source code. It consists of VisualStudio (Windows) and XCode (Mac OS X) projects and can be used to extend your game in any way possible. For details, take a look into the documentation.
  • c++ source
  • Flash source code:
  • Users of the pro edition now have access to the full Flash client source code. It consists of about 150 .as ActionScript 3 files, and can be used to extend your game in any way possible. For details, take a look into the documentation.
  • Android Multi-Touch support for 2D Overlays:
  • It is now possible to use multiple 2D mobile input Overlays at the same time on Android target, making the games there feel more natural.
  • Android First Person Shooter Camera improved:
  • The first person shooter camera on Android now is much easier to use. Although first person shooters are more unusual on this platform, it works now much nicer and easier to handle.
  • Scripting extension: ccbGetCurrentNode():
  • The new scripting function ccbGetCurrentNode() returns the current scene node. When running some JavaScript code via an 'execute JavaScript' action, there is always a "current node" set, usually the node in which the action is being run. This function is available on all platforms.
  • Price update:
  • CopperCube Basic Edition will from now on cost € 69 (previously: € 99), and the professional edition will now cost 358 € (previously: € 380).
  • other, smaller new features and bug fixes:
  • Mesh import improved: Imported mesh name is now reflected in the scene graph explorer
  • Improved Chinese Translation
  • There is a downloadable action available for using Steam achivements without scripting.
  • Fixed a bug causing 'plant rendering' advanced material flag not to be set when anisotropic rendering isn't checked as well.
  • Fixed a bug causing CopperCube to crash when modifying a mesh which has been imported as animated mesh although it is static.
  • Fixed a bug causing Oculus Rift support not to work on some systems
  • Fixed a bug in WebGL causing Particle Systems as children of rotated nodes not to show up correctly at some viewing angles.
  • Various minor bug fixes

New in CopperCube 5.4.2 (Apr 29, 2016)

  • DYNAMIC DAY-NIGHT CYCLE SUPPORT:
  • It is now easily possible to have a day-night cycle in your games and simulations: There is now a downloadable day-night cylce behavior from the extension script page.
  • Additionally, it's now possible to change the color, radius and direction of realtime lights using scripting. The new properties are 'Radius' (for point lights), 'Color', and 'Direction' (for directional lights).
  • ANISOTROPIC FILTERING:
  • Added anisotropic filtering option to the advanced materials settings. This is an advanced filtering option for materials. Because it is memory and computationally intensive, and likely slowing down your game, you have to enable it manually for surfaces where it should be applied to. It makes sense to do this for example for grounds or walls with a very detailed pattern on them. Works on Windows .exe and Mac OS X .app platforms.
  • FAST COLLISION DETECTION FOR DEGENERATED GEOMETRY:
  • Collision detection now also works nicely with degenerated and irregular geometry on all targets. This means that if you are not using the physics engine for movement but the built-in fast collision/response system, you are not likely to get stuck anymore if your 3D world consists of unclean modelled 3d data.
  • DISABLE BROWSER CONTEXT MENU ACTION:
  • There is now a free new downloadable action available which disables the browser's menu to appear when right-clicking in a WebGL app. You can download it from the extensions website.
  • BETTER FIRST PERSON CAMERA TOUCH SUPPORT ON WEBGL:
  • First person camera controls now work a lot more nicer on touch devices like phones and tablets, for the WebGL target.
  • IRREDIT OPTIONS:
  • It is now possible to enable showing CopperCube irrEdit/Irrlicht views. This is basically a property window for Irrlicht Engine properties, where you have some more options for influencing materials and properties of various objects for Windows .exe and Mac OS X targets. It is also very useful when using CopperCube for developing Irrlicht apps.
  • OTHER, SMALLER NEW FEATURES:
  • When scripting and using the function ccbSetSceneNodeProperty(), it is now also possible to set a color using its RGB values, for example by ccbSetSceneNodeProperty(s, "Color", 255, 128, 0);
  • It is now possible to change the background color of the scene using scripting. Use 'BackgroundColor' of the root object for this.
  • It is now possible to change the fog color of the scene using scripting. Use 'FogColor' of the root object for this.
  • WebGL client now again shows details of errors if a specific file could not be loaded.
  • Fixed a bug in the extension script action ('do something later') which wouldn't work sometimes on some operating systems. Redownload that script if you discover this problem.
  • Fixed a bug causing the cloning of octree triangle selectors not to work anymore when compressed source using Google's closure was used.
  • Fixed a bug causing automatically generated directional light getting invalid unique ids assigned by default.
  • Added translations:
  • Farsi
  • Hindi
  • Chinese
  • Polish
  • Czech

New in CopperCube 5.4 (Feb 17, 2016)

  • Heightmap import support for terrain:
  • If you want to sculpt your 3D world terrain with another software, you can do this now, too. Coppercube now is able to import terrain heightmaps of the formats .raw, .r16, .r32, .png, .tga and .pgm. It also has the option to automatically apply textures to imported terrain and distribute grass onto it.
  • Integrated Texture Packer:
  • CopperCube now has an integrated texture packer. This is useful if you are using 3D models (for example downloaded from the web) which weren't optimized for games. Most of 3D models available online have lots of textures applied to them, which slows down your game while rendering. You can now simply right-click such a model in your game, and select "Modify -> Pack all textures of selection into one". This will optimize your 3d model and make it render much faster.
  • Much smaller, compressed files for WebGL:
  • CopperCube now generates up to -80% smaller files for WebGL (depending on content). Files are now compressed, causing WebGL websites to download and start much quicker. This feature is optional and can be turned off in the publishing settings.
  • Much smoother first person shooter style camera:
  • The first person shooter camera now has a new property named 'movement smoothing', which when turned on causes the movement of the player to be much softer, even on very slow systems. This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on.
  • Full web page WebGL support:
  • There is now an option in the publishing settings to enable your game/app to use the full web page size.
  • Footstep sounds:
  • It is now possible to play foot step sounds easily. Simply attach the 'footsteps' behavior to any object, and once it is moving, one random of three actions is run, after a specific foot step length. Use those actions to play sounds, blow up dust, or similar. The footstep behavior is available as free downloadable extension behavior from the extension download page.
  • Box testing for "On proximity do something" action:
  • The "On proximity do something" action now has a setting named 'testArea'. Set this to 'box' instead of the default 'sphere', and your objects will be tested against a box, which is more exact and useful in a lot of cases. Also, the box is rotated and scaled with the object, so you can also test for non-orthogonal areas now.
  • Nicer 2D image drawing:
  • You can now specify if a 2D image drawn as part of a 2D Overlay will be drawn 'sharp/pixelated' or 'blurry/filtered' when it is scaled. Both options make sense, depending on the type and use case of your 2D overlay. Now you can choose manually which option will be used.
  • New "Recalculate normals" command:
  • The command for recalculating tangents and binormals, which is intended to be used for normal mapped geometry only now also works for all kinds of static geometry. It has also been renamed accordingly "Recalculate normals and tangents...". You can use it to recalculate and fix normals for all kinds of static meshes now.
  • Possibility to update static Phyics geometry:
  • The new scripting function ccbUpdatePhysicsGeometry() is able to update the internal collision geometry of the physics engine. If you move a part of the static collision geometry while your game is running, and want the physics engine to respect that, simply run this new command afterwards. You can do this for example with a 'Execute JavaScript' action.
  • Pan support for Model Viewer Camera:
  • If you are using the model viewer camera behavior, you can now enable pan for it. This works when pressing both mouse buttons at the same time. It is implemented inm the downloadable extension behavior 'Model Viewer Camera Extended' from the extension download page here.
  • Improved .OBJ file loader:
  • The .obj file importer is now more compilant and can even import corrupt .obj files found on the web. It is also now able to import files correctly, exported with some newer version of a more popular 3d modelling software, which seems to add some unexpected characters into the file sometimes.
  • Increased WebGL performance:
  • WebGL performance is now much better, on all browsers: Internally, the engine now uses requestAnimationFrame() if this turns out to perform better on the target browser.
  • Other, smaller new features:
  • Updated documentation with examples and more details
  • Improved french translation
  • Extension scripts in WebGL now also can handle right mouse button events
  • A handfull of smaller bug fixes.

New in CopperCube 5.3 (Sep 28, 2015)

  • Fog Rendering - Added Fog rendering support. You can now add fog to your scenes simply by clicking the "Fog" checkbox on the root node of your scene. Looks great on terrain. Fog color and density are adjustable. See documentation for more details.
  • Greatly Improved Blender file loader - CopperCube can now import most low poly Blender .blend files without problems. If you are using Blender as 3D modelling software, you probably don't need to export your files anymore, and can just import the .blend files directly into CopperCube.
  • Experimental .FBX file import:
  • The editor now can import .FBX files with the following limitations:
  • Import works for static meshes, animated meshes are not yet supported
  • Working are FBX version 2011, 2012 and 2013. Older formats are not supported.
  • Android source code - Users of the pro edition now have access to the full Android client source code. It consists of about 150 java files, and can be used to extend your game for example to include ads, or similar.
  • Performance improvements - Sound output now runs about 20% faster on Windows and Mac OS X. Also, on Android, WebGL and Flash, collision detection is now much more smooth and faster, using even less CPU time now.
  • More fine grained sound control - There is now a new action named "Stop Sound". This can be used to stop a specific single sound. Very useful for controlling the sound environment, and to create stuff like dialogs which can be cancelled, and similar. There is also a corresponding new scripting function available, see below.
  • WebGL pinch detection and dynamic scene loading - Added support for touch pinch gesture detection in WebGL: Pinches are reported as mousewheel events.
  • Also, if you are using the open source WebGL library for scripting your games, there is now the possibility for loading additional files as scenes during runtime on the fly. This means you can now create even bigger games and scenes and only load them when needed. See the CopperLicht::load() function documentation for this.
  • Spanish translation - In addition to the already existing 7 translations, the editor now is also available in Spanish. It will switch automatically to spanish if your operating system uses that language, you can switch it back in the options menu.
  • Other, smaller new features:
  • New scripting functions:
  • ccbStopSound: Stops a single specific sound, similar to the action "stop sound"
  • ccbSetSceneNodeParent: Sets the parent scene node of a scene node
  • There is now a new command "Load new mesh from disk..." to replace the mesh with a new mesh for existing static meshes in the scene
  • The font in the debugger window of the Windows .exe and Mac OS X .app target is now much bigger and better readable
  • Added a tutorial to the documentation on how to create 3D geometry using scripting in the editor
  • Improved, more helpful error messages when loading of a 3D file failed
  • Extended documentation with more examples and hints here and there.
  • Bug fixes:
  • Android:
  • Fixed a bug causing stopped streamed sounds not to be replayable sometimes
  • Fixed a bug causing bullets to be able to hit the shooter himself if the shoot action was caused by a touch action
  • Fixed a bug causing created clones of animated meshes to crash the app under certain circumstances
  • Fixed a bug causing objects with collision turned on to 'pop' their position sometimes in rare circumstances
  • WebGL:
  • Fixed a bug causing scripting interface not to return the names of 2D overlays
  • Fixed a bug causing bullets to be able to hit the shooter himself if the shoot action was caused by a touch action
  • Fixed problem causing animated meshes could get corrupted when additional scenes are loaded manually later during runtime.
  • Fixed a bug causing objects with collision turned on to 'pop' their position sometimes in rare circumstances
  • Flash:
  • Fixed a bug causing bullets to be able to hit the shooter himself if the shoot action was caused by a touch action
  • Fixed a bug causing created clones of animated meshes to freeze flash under certain circumstances
  • Fixed a bug causing objects with collision turned on to 'pop' their position sometimes in rare circumstances

New in CopperCube 5.2.2 (May 7, 2015)

  • Added new and updated some translations. The CopperCube Editor now is translated into these languages:
  • English, German, French, Russian, Brazilian, Turkish, Arabic
  • A few minor performance improvements in WebGL and Windows .exe targets
  • Added support for Steam, meaning CopperCube is now also available on the Steam store
  • Added a "download more" menu link in the prefabs window
  • Android bug fixes:
  • Fixed a bug which could cause apps with dynamic light not to start on some newer Android devices
  • Fixed a bug causing cloned animated characters to cause a crash under special circumstances
  • Fixed a bug causing dynamic light not to work sometimes on some newer Android devices
  • Flash bug fixes:
  • Fixed a bug causing cloned animated characters to cause an app freeze under special circumstances
  • Windows .exe and Mac OS X .app bug fixes:
  • Fixed a bug causing water surfaces sometimes not to react to events
  • Fixed a bug reported as 'portal bug': causing objects controlled by keyboard to move too much after switching scenes
  • Other bug fixes:
  • Editor: Fixed problem with unicode characters in scene names

New in CopperCube 5.2 (Feb 27, 2015)

  • Realistic Realtime Water:
  • Added realtime reflecting water surfaces. There is now a special scene node which renders water surfaces and can be used to create rivers, lakes, and oceans. It is highly configurable, so it can be used to create various, realistic looking water surfaces. It works on all targets (Windows, Mac OS X, WebGL, Flash and Android)
  • Procedural Tree Generator:
  • There is now an interactive tree generation user interface for creating procedural generated 3D trees:
  • Localization (German and English for now):
  • The editor now supports german and has a german user interface, if you are running your operating system in german. This feature can be disabled in the options dialog. It is also possible to add other languages on your own now. See the 'language' folder in the installation location of CopperCube for this.
  • DPAD support on Android:
  • Added DPad support for the Android target. That's the directional pad available on some android devices, and your games can now use it. It will behave like the cursor keys on the other targets.
  • 21 day trial:
  • The trial period is now 21 days instead of 14 days, so you can try CopperCube even longer now.
  • Other, smaller changes::
  • The editor now has a slightly updated and modernized user interface
  • The editor now works nicely also whith big and very large Fonts selected in the current Window Manager
  • There is now a new sky box prefab available, with a blue sky
  • Full screen with pointer lock now works again on Chrome in WebGL mode. Previously, this stopped working after Google changed their implementation.
  • 2D Overlays in WebGL are no longer drawn 'blurry' and are shown now more clearly in WebGL
  • Fixed a bug causing keyboard and mouse input not to work for extension behaviors sometimes for Cameras on the Windows .exe and Mac OS X .app targets.
  • Fixed a bug causing animated rotations (done by actions) not to work correctly under special circumstances
  • The effects example has been updated
  • In WebGL Target, fixed 3D sound node to play sound looped even if set to 'play once'
  • Updated the 'classic car' prefab with new textures

New in CopperCube 5.0.2 (Nov 5, 2014)

  • Oculus Rift DK2 support (beta)
  • Video playback on WebGL now also works with correct sized videos when playing back Non-Power-Of-Two sized files.
  • Fixed a bug in the Android target where the "Load or Store Variable from disk" action won't save on some android devices.
  • Fixed a bug causing collision detection to stop working sometimes in WebGL when there where animated meshes placed into a terrain.
  • Fixed a bug causing special variables not to be saved sometimes when using the scripting API on the Windows .exe or Mac OS X .app target.

New in CopperCube 5.0.1 (Oct 15, 2014)

  • Fixed a bug causing the 'stand' an animation not to be played correctly sometimes when not all animations are set in the 'Controlled by Keyboard' behavior.
  • Fixed a bug causing slow performance on the Flash target when switching between scenes with many objects.
  • Fixed a bug causing a 2D overlay to be cloned incorrectly sometimes when mode is set to absolute size.
  • The scripting function 'editorAddSceneNode' now has the ability to create 2D overlays by using 'overlay2d' as paramter.

New in CopperCube 5.0.0 (Oct 1, 2014)

  • Terrain support:
  • The editor now includes a way to create and edit terrain. There is also a terrain generator, completely with trees and grass. Terrain can be drawn with height painting tools directly in the editor, textures can be painted quickly with automatic texture blending into the terrain. There are also tools for placing grass and bushes, and for distributing meshes automatically over the terrain.
  • Physics engine:
  • It can be switched on for the Windows and Mac OS X target in the publishing settings. There is also a new behavior available named 'Move object by physics engine' for making objects behave, collide and move like objects in the real world. Objects with the 'Collide when moved' behavior will also collide against those then and be able to move them, roll them over etc. There is also a way to react when an object collides with the world, for example to play sounds, and a way to manually apply forces to objects using scripting.
  • Video Playback in 2D and 3D:
  • The professional version of CopperCube now includes an action to play back videos on the Windows .exe, WebGL and Flash target. Videos can be played back in 2D and 3D (like on any 3D object in a scene), it is possible to influence playback with actions (play/stop/pause) and to react when the video playback has been finished or playback failed.
  • Network communication:
  • You can now easily do HTTP requests on all targets, in order to exchange data with game multiplayer servers, PHP/MySQL database backends, or whatever you like to. This feature is available as new JavaScript function named ccbDoHTTPRequest(), but there is also an action for doing this without programming for download from the website. This feature doesn't directly provide multiplayer support for your games, but it is now possible to build this yourself on top of this.
  • Added iOS 8 WebGL support:
  • Apps created with CopperCube and the WebGL target now also run on Apple devices (iPhone, iPad, ...) with iOS 8.
  • Shader programming:
  • You can create and add your own materials and shaders during runtime now using the JavaScript API. In the documentation, you will find a few examples showing you how to start. Note that this is nothing simple, and not for beginners. You need to know shader programming in order to use this feature.
  • Animation blending:
  • CopperCube now blends animations when switching between them. It is automatically enabled, but can be turned off or adjusted for every animated model manually in the editor or via script. This also means that you don't need to create perfect animation loops anymore. The engine will now automatically blend non-fitting animation loops together so that they look nice.
  • Attaching nodes to animated meshes:
  • This is useful for example to let characters carry weapons in their hands, to switch them dynamically, change how they look like, or for example to even attach particle systems to moving parts of an animation. Use the command "Modify Selection -> Attach node to animated joint..." for this.
  • Directional light:
  • This is useful for simulating light sources from a very far distance, like for simulating the sun. Directional light can now be used just as the already supported point lights both with the light mapper as well for dynamic lighting.
  • Procedurally generated trees:
  • There is a new scene node type available which generates a tree (a 3d model of a plant) based on user specified parameters. It is possible to create all kind of tree types from it, be it for example a full grown pine or a dead desert bush. This feature is beta, and not very user friendly yet, but planned to be improved in future versions.
  • Faster Lightmapper, with Mac OS X support:
  • The built-in lightmapper has been rewritten and is now much faster. Additionally, it now also works with shadows on the Mac OS X version of the editor, wich previsously only produced results with diffuse lighting only.
  • Optimized WebGL performance and compatibility:
  • Not only did we squeeze all these features into a tiny, 180KB .js file, we also improved the performance again by about 20% in certain areas, and improved compatibility with mobile and/or touch enabled WebGL capable browsers such as Chrome for Android.
  • Custom Icons for Windows Apps:
  • There is now a new option to select an icon for the windows target. Note that embedding the icon in your app might slow down the publishing process by a few seconds, depending on your operating system. (This feature is not supported in the Mac OS X version of CopperCube)
  • Manual Commands for the AI:
  • Use the function ccbAICommand() for this, so you can send any "Game actor with Health" to a specific location, command it to attack something, or similar.
  • 15 new prefabs:
  • 15 new prefabs added: 2 new animated characters (a soldier; a sleep walker), 2 weapons to be attached to animated characters: a shotgun and a pistol, 11 high quality, low poly prefabs created by Efe: a classic car, a bicycle, an armchair, an ancient statue, a book, a nightstand, a flowerpot, a lamp, two tables, a television.
  • Many other changes:
  • There is now a new command for converting a static mesh to an animated mesh (without animation). This is useful for ditributing huge amounts of static meshes over the terrain without much memory usage, since instances of animated meshes share their data and are culled more efficiently.
  • New, better looking examples come preinstalled with CopperCube now.
  • The 'object controlled by keyboard' behavior now has a more fine tuned animation playback system
  • The 'object controlled by keyboard' behavior now has the option to 'pause' after jumping, making the jumping feature look more like in some platform games.
  • The gravity value is now set per scene, in the root object of the scene.
  • Jumping in all behaviors is much nicer and more physically correct now. But this also means that you might have to adjust your jump settings in existing projects when upgrading to CopperCube 5.
  • Game AI movement is more smoother now
  • When cloning nodes in the editor, also children will now get unique names and ids, and relinked with the behavior of the parent
  • 3D Editor change: When changing the parent child relation of a node, the position of the node is tried to be kept at the old position
  • 3D Editor change: When moving an object which is the child of a rotated parent object, movement will still move into the direction the arrows are pointing
  • When right-clicking onto a texture in the texture browser, there is now a command to save the texture as file to disk.
  • It's possible to use the mouse wheel in the prefabs window
  • Removed feature: It is no longer possible to target Flash players older than version 11
  • When switching the perspective, orthogonal views now place the camera more nicely.
  • The path tool new works a bit nicer when adding new path nodes.
  • Lots of updates to the documentation.
  • Scripting changes: New functions:
  • ccbCreateMaterial()
  • ccbSetShaderConstant()
  • ccbAICommand()
  • ccbSetPhysicsVelocity()
  • The following functions are now also available in the editor:
  • ccbGetCollisionPointOfWorldWithLine()
  • ccbDoesLineCollideWithBoundingBoxOfSceneNode()
  • Changed behavior:
  • ccbEndProgram() now closes the window in WebGL and Flash

New in CopperCube 4.5.1 (Apr 17, 2014)

  • Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android.

New in CopperCube 4.5 (Apr 9, 2014)

  • Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift.
  • WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here: http://www.ambiera.com/coppercube/action_extensions.html But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE)
  • WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device.
  • CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking)
  • Redesigned internal key and mouse event handling system: These events are now handled instantly, previously they were processed during the next frame. For large, slow scenes, this could cause a small delay, sometimes. Also, with this change, it is now possible to do system calls in Flash and WebGL which rely on instant event processing for security reasons.
  • Default mode for redrawing in Flash and WebGL is now 'every frame' instead of 'when scene changed'

New in CopperCube 4.4 (Mar 1, 2014)

  • Added support for rendering grass patches, plants and other alpha channel based fake geometry like for example grating and similar.
  • There is now a new action 'LoadTexture' available which uses the new loadTexture() feature mentioned below,
  • so you can easily dynamically load new textures.
  • The command to "Reload and Verify Extensions" now also reloads plugin scripts for the editor. So it's no longer necessary to restart the editor while editing plugins, which simplifies developing plugins.
  • When cloning scene nodes, clones now also work with the same collision detection settings as their originals,
  • meaning you can now build complex apps like level editors with CopperCube.
  • The loadTexture() script command now works in WebGL, Flash, Windows and Mac OS X apps.
  • Updated WebGL target to show clearer error messages for the latest Chrome and Firefox versions
  • The Windows target now is launched from CopperCube with the working directory it is created in. That way,
  • access to additional sounds and images via scripts is much easier now.
  • Fixed a problem causing the model viewer camera to sometimes move up when the 'Vertical movement' flag is switched off.
  • Various updates to the documentation (more examples in the scripting reference, some more 3D model exporting tips, etc)
  • Various performance improvements on basically all publishing targets.

New in CopperCube 4.3 (Nov 15, 2013)

  • Changes:
  • CopperCube generated WebGL scenes now also work in Internet Explorer 11. That means WebGL now works in all major browsers.
  • CopperCube now includes its own local web server to serve WebGL and Flash content. Basically, if you hit "Test as WebGL" or "Test as Flash", the website and files are still opened in your local browser, but not served directly from the disk (via file:://), but through the CopperCube application (via http://), which acts as local web server.
  • This way, it is much easier to develop WebGL and Flash content with Chrome and IE, which are blocking local file access by default. Also, JavaScript extensions will run in the Flash target that way.
  • The WebServer can be disabled in the options dialog. This feature is currently only available in the Windows version of CopperCube.
  • Added support for the App menu key in the 'When key pressed do something' behavior. On Android, this works with the menu key.
  • Improved collision detection in WebGL, Flash and Android target. It is now not that easy to get stuck anymore.
  • Added some more animation exporting tips and other various updates to the documentation.
  • Bug fixes:
  • The property 'Name' in the JavaSCript API now also works on the WebGL, Flash and Android target, via ccbGetSceneNodeProperty and ccbSetSceneNodeProperty.
  • The ActionOnImpact in the Shoot action was previously also executed when the bullet reached the weapon range and didn't actually impact anywhere. This is fixed now.
  • The property 'AnimationSpeed' in the JavaScript API didn't work correctly on the WebGL, Flash and Android target, it ran 1000 times slower than on Windows and Mac OS X. This is fixed now.
  • Fixed a bug causing weired behavior when using multiple scenes in WebGL: Nodes with the same name but in different scenes would sometimes be confused with each other by various actions and behaviors and the scripting system.
  • Fixed a bug causing continuous scene switching when using a button in all scenes at the same position.

New in CopperCube 4.2.1 (Oct 10, 2013)

  • Google recently changed the location of the aapt tool in their Android SDK, this version of CopperCube is now aware of that.
  • Also, should Google again decide to move the tool with one of the next updates, CopperCube will search more intelligently and try to find it automatically.
  • Additionally, the WebGL target now also runs on Chrome for Android.

New in CopperCube 4.2 (Aug 22, 2013)

  • Added support for normal maps.
  • Static meshes now can use normal maps as material. Also, there is now a new command for recalculating the binormals and tangents of a mesh. This gets done automatically, but you can change the calculation method using this command.
  • Normal maps are supported on the following targets:
  • Direct3D 9 (windows)
  • OpenGL (windows and mac)
  • WebGL
  • Flash
  • Android
  • Up to four light sources at the same time are supported, plus ambient light.
  • Current limitations:
  • Animated meshes don't support normal maps yet
  • The light model might be changed slightly in future updates of CopperCube
  • The flash target only supports 3 lights at the same time
  • Added support for importing static blender files (*.blend)
  • Added support for importing precalculated lightmaps.
  • You can now generate lightmaps for your models with any 3D modelling package and export it, even without baking the textures. In this way, you are no longer limited by the built-in lightmapper of CopperCube.
  • In our experiments, this now works very well for example with 3DS Max and the COLLADA exporter.
  • There is now an option in the publishing settings to use the current desktop resolution for full screen apps. Works for Windows desktop apps and Mac OS X apps.
  • There is now the option to open the folder of the selected texture with a right-click in the texture manager.
  • Improved performance by up to 600% when importing .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob or .scn files.
  • Improved COLLADA import: Some exporters don't correctly link the textures, so CopperCube wasn't able
  • to load textures from DAE files created with specific 3D modelling packages. CopperCube now also is able to load these.
  • There are now new extension actions and plugins available from the website. For example the DoLater action, which runs an action a specific amount of time later.
  • Updated documentation with a new tutorial, normal mapping overview and various smaller changes here and there
  • Scripted actions didn't work on some Internet Explorer installations if the html code wasn't adjusted for this manually. CopperCube now generates html code embedding the flash file so it works on all browsers nicely.
  • Fixed a bug causing the 'Advanced Material Settings' to be changed even when pressed 'cancel' on the dialog sometimes.
  • Changes in the CopperCube scripting API (beta):
  • There is now a new function named 'ccbCleanMemory' available, for removing unused game assets and thus increasing performance. In this way, you have more direct control over the memory usage of your app.
  • Breaking change: ccbRegisterOnFrameEvent() now behaves differently: It now accepts a function object (instead of a string previously) and can be used for more than just one function. You also need to call ccbUnregisterOnFrameEvent() to unregister your function later again. This is useful for the actions and behaviors, so that now multiple actions can use this feature at the same time.
  • ccbSetSceneNodeMaterialProperty() and ccbGetSceneNodeMaterialProperty() now are able to correctly change the material type on all targets. See the documentation for details.
  • Fixed a bug causing the function ccbAddMeshBufferIndex() not to work correctly.
  • Fixed a bug causing ccbGet2DPosFrom3DPos() not to work in WebGL
  • The extension action 'fade screen' has been updated with the changes introduced above

New in CopperCube 4.0.5 (Jun 21, 2013)

  • Character rendering on WebGL, Flash and Android has been optimized by introducing more aggressive
  • culling algorithms.
  • You can now place a lot of 3d characters in your scene which won't slow it down unless all are shown on the screen
  • at the same time.
  • For the WebGL target, an error is now displayed on the canvas if the browser doesn't support WebGL. This message
  • can be changed in the generated .html code easily.
  • Firefox and Chrome have changed their ExternalInterface API for flash, causing the scripting not to work anymore.
  • This is now updated and all scripting works again in these browsers.
  • Fixed a bug causing the 'Looped' flag of Play sound actions not to be saved and loaded correctly sometimes.
  • Fixed a bug causing the function ccbSetMeshBufferIndexValue not to be visible from JavaScript
  • Fixed a bug in the scripting engine of the WebGL target causing changing target and upvector of cameras not to work sometimes
  • Fixed a bug causing animated meshes sometimes not to be lighted correctly when rotated in the WebGL, Flash and Android targets
  • Fixed a bug causing hovered 2d overlays to be displayed in flash regardless of their hover setting
  • Fixed a bug causing the function 'ccbSetSceneNodePositionWithoutCollision' not to work in WebGL sometimes
  • Fixed a bug causing selected extension behavior properties not to be shown sometimes when the behavior was attached to the root
  • On the Android target, invokeAction() didn't work when called only with one parameter, this is fixed now.

New in CopperCube 4.0.4 (May 31, 2013)

  • New beta features: Entirely new scripting system ('CopperCube for Game Developers'): All targets now support JavaScript scripting, using the same API. New behaviors and actions can now be added yourself, or downloaded from the internet.
  • Other: Multitouch support on Android, WebGL speed improvements and ~50% improved download size, extended 'if' action, sound volume and collision details control via variables, improved COLLADA import, various bug fixes.
  • BETA:
  • CopperCube now supports creating own actions and behaviors. Downloading new behaviors and actions from the internet is also possible now. These new behaviors are called 'scripted' behaviors and actions,and are written in JavaScript, and work on all publishing targets. Apart from a small performance penalty, these actions and behaviors work just like the already known ones.
  • Unified scripting interface. All publishing targets (Windows .exe, Mac OS X .app, WebGL app, Flash .swf and Android app) can now can be scripted using JavaScript with the same API. This means all code you write for extending your app will now work on all other targets.
  • New behaviors and actions: (all these are implemented the above mentioned new beta interface)
  • Simple 2D Jump'n'Run Player (Behavior): moves the node it is attached to only on the x axis, controlled by the cursor keys and with space for 'jump'
  • Set a random value (Action): Sets the content of a variable to a random value between specified boundaries
  • Fade screen (Action): Fades the whole screen to or from a color, and executes an action when finished.
  • ... And more to download from the website, like for example the "Zoom Camera by mouse wheel" behavior.
  • Multitouch now supported for the Android target. This means more than one touch input control can now be used at the same time (like one for moving a character, one for jumping or fireing)
  • The file size of the WebGL .js code has been reduced by about 50%, startup time is now about 30% faster
  • The Android target is now also able to use the "Execute JavaScript" action, as all the other targets
  • The "if a variable has a value do something" action now has an optional second "else" action, executed when the condition is not true.
  • There is a new coppercube variable available named 'soundvolume' with which you can get or set the global sound volume in your app. Use it like: "system.soundvolume" in a variable action.
  • With the new coppercube variable named 'colsmalldistance', you can adjust the detailed collision behavior of the "Collide when moved" behavior. This affects how the ellipsoid is moved when colliding with a wall.
  • Affects movement smoothness and friction.
  • The JavaScript debugger window will no longer print repeating lines (unless manually printed) and is much clearly readable now
  • Improved COLLADA file importer: Now files refencing textures with invalid characters in them will be corrected and loaded correcly.
  • The flash and webgl FPS camera now behaves like the ones of most the other targets and doesn't support zooming by mouse wheel anymore. If you want to use zooming again, use the "camera zoom behavior" which can be downloaded from the CopperCube website.
  • When editing elements in the property window, the scene graph explorer won't scroll the element out of view anymore.
  • The plugin menu has been moved to be under the 'Edit' menu now
  • Fixed a problem causing model viewers not to work anymore in Chrome 27 in the WebGL target.
  • Fixed a bug causing overlay 2d nodes not to be cloneable on the flash target
  • Fixed a bug which caused the flash renderer not to sort transparent objects correctly sometimes

New in CopperCube 4.0.3 (Mar 13, 2013)

  • The game AI has been enhanced:
  • It is now possible to specify the amount of milliseconds the AI should take
  • to wait between random patrol points or path points. Use the new property
  • 'PatrolWaitTimeMs' for this.
  • There is now a new mode 'Follow path' for the AI to specify a walking path the
  • AI should try to follow, instead of only randomly patrolling.
  • The AI is now a bit more intelligent: It notices more quickly now if an object
  • blocks its way and stops moving then.
  • The 'follow path' behavior now has the option to execute an action once the path
  • following has finished (or if looped, once per loop).
  • Fonts in WebGL appeared blurry on some systems. This is no longer the case.
  • The new WebGL loading flag (starting scene only when all textures loaded) now also waits with music and 2D overlays until the textures are loaded.
  • Fixed a bug causing the 'reload scene' action not to work on the Android targets under special circumstances
  • Fixed a bug causing the 'Quit' action not to work on some Android devices
  • Fixed a bug causing complex operations with variables on Android not to work sometimes
  • Fixed a bug causing texture changes not to work sometimes on animated meshes in WebGL
  • Fixed a problem on the android target where values without decimals were printed to overlay 2d texts with decimals.
  • Fixed a problem causing clipped text on some android systems.

New in CopperCube 4.0.2 (Feb 22, 2013)

  • Editor changes:
  • When using the 'clone' command in the editor: if used on a node with actions and/or behaviors which referenced that same node, now the reference is changed in the clone to the cloned node automatically.
  • The same is now in effect for the 'copy behaviors' and 'paste behaviors' commands in the editor: If the pasted behaviors include a reference to the original owning scene node, these references will now be changed to the scene node the behaviors are pasted onto.
  • Changes in all targets:
  • The 'shoot' action now has a property named 'ShootPositionDisplacement' to specify a displacement start position for the shot. In this way, it is now possible to place exactly where the shot should start (for example from a weaponat a specific position in the 3d mesh)
  • The 'clone' action in generated apps now behaves differently: References to the same scene node are changed by the clone action in the clone to the cloned node automatically. This way, it is possible to define more complex behaviors and actions for cloned objects.
  • WebGL target changes:
  • It is now possible to let the app only start when all textures are completely loaded. There is a new option in the publishing settings in the editor for this.
  • Flash target changes:
  • The documentation has been updated with the changed API on how to use scripting with Actionscript.
  • Bug fixes:
  • Fixed a bug causing android apps with the rendering mode "when scene changed" to draw a black screen initially when resumed.
  • Fixed a bug causing a possible crash when an imported animated 3D mesh as static mesh has a transparent material and the lightmapper is started for this mesh.
  • Fixed a bug causing the first person camera in fullscreen mode on some Mac OS X systems to not look correctly.
  • Fixed a bug causing the 'hide or unhide' action not to work on some mac systems
  • Fixed a problem causing some prefabs not loading their textures on Mac OS X
  • Fixed a bug causing CopperCube to crash when a plugin prints a string longer than 4 KB.
  • Fixed a small memory leak when drawing particle systems in WebGL
  • Fixed a bug causing the proximity behavior not to be cloned with the same radius.

New in CopperCube 4.0.1 (Feb 12, 2013)

  • The model viewer camera now has an option to enable zooming using the mouse wheel (or zoom gestures on android).
  • Android apps created by CopperCube now start much faster because of lazy texture loading.
  • Android apps created by CopperCube now only need about half of the memory as before when starting up.
  • This means android apps can now be much bigger and more detailed.
  • When android apps run out of memory, there is a warning displayed about that now.
  • 2D Overlays no longer block first person camera input, as known from CopperCube 3.
  • Only Touch Screen input nodes now do.
  • Fixed a bug causing problems creating android apps when the current Windows user name has spaces in it.
  • Fixed a bug causing the 3rd person camera not to follow the object correctly when the target is scaled.

New in CopperCube 4.0.0 (Jan 24, 2013)

  • CopperCube now supports creating Android apps:
  • Your 3D apps can now run on most Android Devices with Android version 2.2 or newer. You can freely publish or sell those apps. To do this, you only need to download the free Android SDK from Google, set the paths to it correcty in CopperCube and hit 'publish as Android'.
  • Details in the documentation.
  • It is now possible to create Particle Systems:
  • With this, you can easily create fire, smoke, rain, fountains, fog, and much more.
  • Touch screen support for mobile devices:
  • There is now a "2D Touch Screen Input" scene node, which behaves like a 2D Overlay, and emulates a small joystick on the touch screen. It can be used to simulate input on mobile devices, both for cursor keys as well for ordinary keys. With this, it is possible to make your games also run on tablets, phones and other.
  • All publishing targets now support customizable loading screens:
  • The text and color of the loading screen can be changed in the publishing settings. This means also that you no longer need to build your own flash preloader .swf.
  • Multiline text is now supported in the Overlay2D node:
  • Including automatic word wrap for very long, non-line breaked content. The editor now also has a big text edit field for entering such long texts.
  • The actions and behaviors have been extended to make it possible to create more complex games.
  • Car driving games are now possible as well as games which need to create game objects on the fly, or need to dynamically delete objects.
  • There is now a new 'clone object' action, which makes it possible to create copies of an existing object.
  • You can for example create an invisible enemy object, and use this as template to create multiple copies of it during the game, at random positions, in order to create enemies for the player dynamically. Another example: You can create copies of a precreated invisible particle system for showing impact explosions when a bullet hit a certain object or a wall.
  • The new 'delete object' action removes any object permanently from the scene, optionally also delayed.
  • The 'change position of a scene node' action now is able to set the position to a random area, or to the position of the last weapon bullet impact, in order to create impact effects easily.
  • The "object controlled by keyboard" behavior now also supports an acceleration and decereration value, making it possible to easily create vehicle like behavior.
  • The "collides when moved" behavior now has an 'UseInclination' checkbox. Enable this for example when controlling vehicles, they will then align correctly with the ground below them.
  • The editor now has a "Set vertex colors..." command. With this, you can easily change the color of any 3d mesh object.
  • There is now a new command line option for the editor to execute some plugin scripting code, if wished. Use -runscript:foobar(); to do this.
  • There are four new example apps which come with CopperCube
  • There are few new prefabs available in the prefab folder
  • The action to move an object into the facing direction now also works with cameras.
  • The editor now highlights nodes in the scene graph explorer when they have been selected in a 3D view
  • And a lot more smaller improvements and minor features.

New in CopperCube 3.5.0 (Aug 17, 2012)

  • Adds support for unicode (Russian, Japanese, etc texts and files now working)
  • Redesigned user interface, support for copying and pasting behaviors
  • New special runtime variables like '.damage' and '.movementspeed'
  • Bug fixes

New in CopperCube 3.1.0 (Jun 29, 2012)

  • Adds an improved material window, the possibility of attaching any object to a camera (like weapons in first person shooters)
  • Improved dynamic lighting in WebGL and Flash
  • New actions and behaviors (restart a scene, do something before first frame
  • Improved keyboard controlled object)
  • Dynamic variables (like "#scenenode1.health" for game AI)
  • Faster publishing
  • Improved 3D file importers
  • Bug fixes

New in CopperCube 3.0.3 (Mar 14, 2012)

  • Adds support for Vertex colors, and the ability to import huge 3D models, also from the formats .dae (collada), .ase, .ply, .dxf, .cob, .3ds, .lwo and scn.

New in CopperCube 3.0 (Oct 3, 2011)

  • Adds dynamic lights for all targets, plugins, JavaScript as language for for Mac .app and Windows .exe, polygon editing tools in the editor, audio for WebGL target, double sided materials, new actions, improved model viewer camera, better 3rd person camera for indoor scenes, improved file importers, and much, much more.

New in CopperCube 2.5.4 (Jun 23, 2011)

  • Added enhancements for Firefox 5 support (WebGL), material index parameter for the 'Change texture of a scene node' action and fixed a few minor bugs.

New in CopperCube 2.5.3 (Apr 16, 2011)

  • Added third person camera control, command line interface (professional version only), several bug fixes and minor changes.

New in CopperCube 2.5.2 (Apr 16, 2011)

  • Improving compatibility with the just released Firefox 4 final

New in CopperCube 2.5.1 (Apr 16, 2011)

  • Fixing a few bugs, it is recommended to update to this version from 2.5.

New in CopperCube 2.5 (Mar 5, 2011)

  • Adds support for Adobes just released Molehill API in Flash: real hardware accelerated 3D graphics. Adobe MoleHill is still in Beta, and you need to enable this feature in CopperCube in the Publishing Settings.

New in CopperCube 2.2.3 (Jan 19, 2011)

  • Adds viewports for cameras to the editor, scaling in all direction by holding down shift, improved first person shooter camera control for Flash and WebGL (looking by moving mouse), lots of enhancements to various actions and behaviors, access to CopperCube variables via Actionscript, JavaScript and Squirrel, possibility to jump in first person cameras, much improved performance for collision dection and response, fixed bugs with several file format importers (.3ds, .obj, .dae, .dxf, .cob and .lwo), and much more.

New in CopperCube 2.2 (Nov 18, 2010)

  • Added new materials (reflections)
  • A wireframe mode
  • Actions for influencing and reading variables

New in CopperCube 2.0 (Sep 9, 2010)

  • added undo/redo, layers, folders, webgl renderer improvements

New in CopperCube 1.4.1 (Jun 17, 2010)

  • Added character animation support for WebGL

New in CopperCube 1.4.0 (Apr 23, 2010)

  • Added support for various new file formats (.dxf, .ase, .cob, .scn) etc