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Releases: EthanCS/crest-godot

Crest for Godot v0.1.2

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@EthanCS EthanCS released this 03 Sep 08:30

0.1.2 - 2026-09-03

Fixed

  • Sim managers (foam, flow, clip surface, albedo, sea-floor depth, shadow) no
    longer poison their input-texture caches with invalid RIDs. The zero-copy
    ViewportTexture binding introduced in 0.1.1 cached the RenderingServer
    TextureGetRdTexture result per texture instance, assuming the render
    target's RID is stable — but a freshly created (or resized) render target
    only allocates its texture on its next draw, so the first injection dispatch
    of a dynamic input (e.g. an activating boat wake) queried an invalid RID
    that the cache then kept forever. Every uniform_set_create for that input
    failed per frame from then on ("Texture ... is not a valid texture" error
    spam). Cached and freshly queried RIDs are now validated with
    RenderingDevice.TextureIsValid; invalid frames bind the 1×1 fallback
    texture instead, and the cache recovers on the next frame once the viewport
    has drawn.

Crest for Godot v0.1.0

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@EthanCS EthanCS released this 10 Aug 12:30

Changelog

All notable changes to Crest for Godot are documented here. Versions follow
Semantic Versioning.

0.1.0 - 2026-08-10

First staged release of the Godot 4.6 C# port.

Included

  • View-following, crack-free LOD ocean renderer.
  • GPU Gerstner and FFT wave generation.
  • Animated waves, foam, dynamic waves, flow, sea-floor depth, shadow,
    clip-surface, and albedo simulations.
  • Buoyancy, water queries, underwater rendering, and planar reflections.
  • Demo scenes for the main showcase and Three Boats.

Known limitations

  • Requires Godot 4.6+ .NET/Mono and the Forward+ or Mobile renderer.
  • Exact GPU readback collision queries for FFT waves are not implemented.
  • Planar reflection clipping and the underwater meniscus are approximations.
  • This is an early staged release; APIs and serialized resources may change
    before 1.0.