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Releases: CodeLikeCXK/SpartanEngine

Spartan v2026.08.10.02.21

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@github-actions github-actions released this 10 Aug 02:21
  • 1a66fd8 [lighting] clustured shading
  • 74eeda8 [spline] ability to snap to another spline (makes road building easier)
  • 466d335 [plan] snapped lamp posts to wall splines
  • 451cf1a [rendering] various improvements to clusterred shading and taau
  • 001257f [renderer] cleanup/simplification
  • 7bb9797 [misc] code/structure cleanup
  • a09f08a [physx] fixed errors during async loading
  • 90471bb [misc] multiple daily accumullated fixes for editor ui/ux and car simulation
  • 156b5ae [path_tracing] implemented missing parts, fixed a lot of bugs, almost there
  • 07f57fb [path_tracing] bug fixes
  • 3524a86 [path_tracing] fixed blurry surface, and implmeneted some missing paper aspects
  • b95b5dc [path_tracing] reduced noise
  • c9ca149 [path_tracing] cleanup
  • 3cc595c [path_tracing] don't compute specular lobe beyond 0.9 roughness and use RT reflections
  • 5177ec0 [path_tracing] reduced fireflies
  • e3b6899 [scripts] always do full setup
  • 611434b [sky] new volumetric clouds
  • db92600 [sky] clouds are now noise-free
  • 2bc353d [sky] minor cloud adjustments
  • 725170c [geometry] mesh let compression, 50% less vram usage
  • 8168e13 [rendering] procedural ghost of tsushima grass (gpu spawned instance buffer based on player visibility)
  • 7241559 [rendering] fixed most forest culling and instancing issues
  • 39e872b [rendering] fixed alpha testing not working for certain materials
  • 19c8a16 [rendering] revived grass, much denser, implemented real-time sky, optimised culling
  • a159fe8 [misc] compute queue lighting and overhauled texture viewer
  • d204e78 [misc] updated project files
  • 6fef239 [misc] multiple lighting fixes and calibrations
  • cd7ab64 [lighting] fixed bent normals
  • f676cec [misc] fixed microshadowing
  • 095fc94 [editor] icons are now loaded in the imgui font atlas
  • 1b11682 [path_tracing] higher quality
  • edd7487 d3d12: parity with vulkan (has bugs but it's now complete)
  • 0fbc1f8 [components] implement skidmark component, the car is now using it
  • e1dd6dc [skidmarks] fixed remaining bugs
  • c36204f [plan] tire smoke and prefab system cleanup
  • c4e9192 [path_tracing] completed
  • 9b0d13b [rendering] improved denoiser
  • 8bde85e [worlds] deleted game.h/cpp all worlds are now xml and lua files
  • c90eb18 [plan] added particle emmiters to all tires
  • b222d54 [misc] improved car (particles, headlights, tailights) and updated assets
  • e5ca58c [plan] on-screen controls
  • 14b956f [plan] fixed particle sync issues, implemeted editor icon clicking, adjusted car lights
  • 9aef9cf [particles] fixed GPU sync issue
  • f239929 [rendering] fixed wrong skidmark blending
  • e72296c [plan] lowered engine volume
  • 6549b47 misc: delete entities that spawned during gameplay (upon exiting play mode), create UI car dashboard at the bottom of the viewport
  • 129b393 [misc] bug fixes
  • 5422aff [plan] wheel view and playground
  • fc855b6 [plan] removed an object from the playground
  • 197331c [plan] added exhaust smoke and fire, added particle emitter on-screen icon (clickable)
  • f7119f3 [misc] updated assets and improve particle visuals
  • 1f22120 particles: implemented shading and did a visual overhaul for the car
  • da36082 editor: ui/ux improvements
  • 10ac725 plan: adjusted car body to fit wheels
  • 93b1cb0 screenshot: fixed HDR screenshots
  • 399ed6f camera: default presets and correct preset for each world
  • 15727a4 plan: perfectly fitted lights on car body
  • f944cc0 misc: minor tweaks
  • 815505f [engine] integrated mcp (still not connecting to anything)
  • 3da3ef4 [engine] mcp can now connect to server and function
  • 49912e5 misc: silence dependabot
  • b9bae12 mcp: faster and more control
  • 5f8d7c6 mcp: overhaul
  • 0422d62 mcp: fast and responsive
  • [cb46259](https://github.com/CodeLikeCXK/SpartanEngine/c...
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Development Build

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@github-actions github-actions released this 13 Jan 14:10

Commits

  • a2124a1: [thirdparty] updated meshoptimizer to latest (Panos Karabelas)
  • d70fb07: [mesh] added meshoptimizer function call to log cache miss ratio, transformed vertex ratio and fetch overfetch (Panos Karabelas)
  • b36eb59: [renderer] fixed broken depth testing for certain pixels (Panos Karabelas)
  • 4b58bd8: [contributors] added Kristi as a Hoplite as he helped identify a gbuffer depth testing issue (Panos Karabelas)
  • 49ab4b3: [editor] some minor wording tweaks (Panos Karabelas)
  • 01905de: [thirdparty] updated fidelityfx to latest (Panos Karabelas)
  • cb036d1: [buildscript] fixed some wrong paths (Panos Karabelas)
  • b5d09b0: [editor] centered yes and no buttons in the download assets prompt (Panos Karabelas)
  • 00cbf94: [thirdparty] updated imgui to latest (Panos Karabelas)
  • a06daa2: [editor] fixed imgui assert coming from the profiler window (Panos Karabelas)
  • 0fed6dc: [renderer] fixed an issue where lines wouldn't render (including the world grid) due to the new depth stencil state having an equal operator, there is now a new depth stencil state with a greater equal operator just for the lines (Panos Karabelas)
  • 146676c: [renderer] improved performance by doing a depth prepass only for opaque objects (Panos Karabelas)
  • 9b65d3b: [editor] the world viewer will now the display the entity tree without a top node called "root" (Panos Karabelas)
  • 56d7d51: [editor] fixed an imgui error related to the material image slot button (Panos Karabelas)
  • 7ff2f96: [skysphere] it's now properly converted into a cubemap (this means that sssr and gi have a proper fallback) (Panos Karabelas)
  • 13d3e24: [worlds] merged car world into the forest world (Panos Karabelas)
  • ae6afc6: [game] cleaned up some code (Panos Karabelas)
  • 0ee6014: [renderer] clear the gbuffer for the transparent pass as well, fixed an issue where the additive transparent pass would also copy sky pixels (Panos Karabelas)
  • f9da467: [lighting] both the volumetric and the radial fog are now affected by the sky color instead of using a hardcoded one, so things look better (Panos Karabelas)
  • 4a867b4: [game] disabled subsurface scattering for the sponza curtains and forest trees as it needs more work (Panos Karabelas)
  • e0779b8: [renderer] increased default fog value from 0.3 to 1.0 since the atmospheric scattering color tones it down naturally (Panos Karabelas)
  • dbc3543: [lighting] improved regular fog (non-volumetric) so that it also effects the sky (Panos Karabelas)
  • 277e4fc: [output] fixed an issue where disabling TAA/FSR could make the sky not show up when viewed from wtihin the editor/imgui (Panos Karabelas)
  • 8e40dbf: [profiler] the cpu name and thread count will not be detected and displayed together with all the other metrics (Panos Karabelas)
  • 047241e: [lighting] fixed an issue where ssr, gi and sky lighting would not blend together nicely (Panos Karabelas)
  • 61ca701: [lightinh] improved ssr and gi blending a bit more (so that SSR is not killed off as fast) (Panos Karabelas)
  • 95c69e9: [build_scripts] added missing import (Panos Karabelas)
  • 9746277: [gi] improved resolve speed (Panos Karabelas)
  • 06f5780: [fidelityfx] reworked context creation and destruction so that it's more modular (required for upcoming work) (Panos Karabelas)
  • 72ee40e: [d3d12] build fix (Panos Karabelas)
  • 5cade28: [gi] internal resolution can now be adjusted on the fly (25%, 50%, 75%, 100%), the option is not disabled in the editor yet (Panos Karabelas)
  • eeab63d: [d3d12] build fix (Panos Karabelas)
  • de34e8f: [fidelityfx] added queue waits when destroying contexts as the samples seem to be doing the same, which means it's up to me to de-allocate properly (Panos Karabelas)
  • e15fbb4: [misc] fixed regression (Panos Karabelas)
  • 7644f0f: [d3d12] build fix (Panos Karabelas)
  • e990fc2: [contributors] added kinjalito (Panos Karabelas)
  • 6488ee1: [buildscripts] enabled AVX2 (will help optimize math functions) (Panos Karabelas)
  • 8137040: [osd] AVX2 support will now be displayed under the CPU section (Panos Karabelas)
  • 28e433c: [math] AVX2 optimized Matrix::GetScale (Panos Karabelas)
  • 4fd513d: [math] AVX2 optimized Matrix::GetRotation (Panos Karabelas)
  • 00a9549: [math] removed some code duplication (Panos Karabelas)
  • 97a5a14: [math] AVX2 optimized vector multiplication (Panos Karabelas)
  • 80aec11: [math] AVX2 optimized a couple of Vector3 functions (Panos Karabelas)
  • 73e619e: [gbuffer] introduced seamless texture sampling for the terrain and cleaned up all the sampling code (Panos Karabelas)
  • a87fc74: [vector3] fixed stack corruption caused by a previous optimisation commit (Panos Karabelas)
  • a966ae3: [material] started work on the texture packing function (Panos Karabelas)
  • a90308f: [material] simplified how texture types and texture type slots work (Panos Karabelas)
  • 6e66e9a: [material] fixed an issue where GetTexture would not account for the texture slot and renamed some shader variables (Panos Karabelas)
  • 18a7fc1: [material] fixed an issue where HasTextureOfType wouldn't account for the slot (Panos Karabelas)
  • abbd758: [lighting] removed 4 memory barriers by removing 4 render target clears and (Panos Karabelas)
  • e8bf894: [game] enabled screen space shadows for the bistro light as there are small scale details like plates, forks etc that aren't captured that well otherwise (Panos Karabelas)
  • 5a03573: [material] initial work on alpha mask packing (Panos Karabelas)
  • 0765529: [mesh] removed out of place set texture function (Panos Karabelas)
  • f44468f: [rhi] refactored some texture related code to facilitate the upcoming texture packing work (Panos Karabelas)
  • cf2acba: [rhi] texture compression and gpu uploading will now happen after all textures have been set to a material, so before all that, texture packing can now take place (Panos Karabelas)
  • b8656bd: [rhi] fixed an issue where manually loaded textures (not from a model material) would not have compression (Panos Karabelas)
  • 937231e: [misc] renamed imageimporterexported to imageimporter since we only import (Panos Karabelas)
  • b997708: [rhi_texture] FreeImage is not used for mip generation as it's now done by the texture and this will also make it easier for texture packing to run only at the top mip, before mip generation (Panos Karabelas)
  • daadde3: [rhi_texture] fixed an issue where the bistro world would load pre-compressed textures with mips and the engine would try to generate it's own compressed mips resulting in a crash (Panos Karabelas)
  • 7c207d9: [material] fixed an issue where texture packing code didn't check if a texture was already compressed, there are certain textures that are simply stored this way, we don't bother with them (Panos Karabelas)
  • 5cbec08: [material] fixed an issue where upon merging the alpha mask into the albedo alpha, the min operation wouldn't consider an alpha treshold (Panos Karabelas)
  • 8d1e3ee: [material] alpha mask will now be packed into the albedo alpha using a min operator (Panos Karabelas)
  • acebb44: [material] texture packing for occlusion, roughness, metalness and height (not enabled yet) (Panos Karabelas)
  • 3a09c6e: [material] some more work towards texture packing (Panos Karabelas)
  • 08d4f24: [material] enabled texture packing for occlusion, roughness, metalness and height (Panos Karabelas)
  • 0f38c9c: [readme] added stalker anomaly mod in the use cases (Panos Karabelas)
  • f549826: [material] update texture packing to account for gltf materials (which already pack values) (Panos Karabelas)
  • a66dcaa: [material] fixed an issue where packed textures were empty (Panos Karabelas)
  • 682ed28: [material] added sensible default values in case textures are not present while texture packing (Panos Karabelas)
  • 1d6f19e: [material] fixed an issue where any material that had only an albedo texture, would get an empty packed texture, causing it to render wrong (Panos Karabelas)
  • 18eebce: [material] textures which are packed into others, are now downscaled to circa 128x128, so the can still be displayed in the editor but with a small memory cost (Panos Karabelas)
  • b80c4f8: [material] fixed an issue where the crate material would not pack (Panos Karabelas)
  • 251e9c5: [material] fixed an issue where some materials in the forest world would not be packed (Panos Karabelas)
  • 8c0ae65: [material] fixed an issue where materials without any textures (in the living room world), would not pack correctly (Panos Karabelas)
  • 65eff4b: [game] temporarily disabled thebistro world since it uses baked textures (dss, compressed, with mips) and it can't be packed (Panos Karabelas)
  • a389f5f: [material] fixed an issue where certain forest materials wouldn't pack correctly (Panos Karabelas)
  • 8c31210: fixed some bugs when more than one adapter is installed (bill.pullan)
  • c654a50: [material] fixed an issue where materials that re-used textures wouldn't be packed (Panos Karabelas)
  • 8397b9f: [material] fixed an issue where some sponza materials wouldn't be packed (Panos Karabelas)
  • 6c9bb1d: [material] fixed an issue where the sponza world would get overbright (Panos Karabelas)
  • fc53901: [material] fixed a false positive error log when loading the subway world (Panos Karabelas)
  • 7ca6640: [renderer] fixed an issue where fsr and brixelizer gi would ignore dynamic resolutions scaling (Panos Karabelas)
  • e74a84d: [ssr] improved performance (Panos Karabelas)
  • 759eb55: [editor] materials will show an optimized section (yes/no), optimized materials can't be modified and a tooltip will show up to let the user now (Panos Karabelas)
  • 1b89ab3: [material] updated MaterialProperty::Optimized property so that it's set net only when the engine compresses and packes the taxtures but also when they come pre-baked from disk (Panos Karabelas)
  • d63835a: [game] re-enabled bistro world since the material system can now handle it (Panos Karabelas)
  • 5fda4e0: [lighting] fixed an issue were lighting could accumulate, producing a white a frame (Panos Karabelas)
  • 8d67851: [game] fixed forest world s...
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