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Releases: EthanCS/crest-godot
Releases · EthanCS/crest-godot
Release list
Crest for Godot v0.1.2
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
ViewportTexturebinding introduced in 0.1.1 cached the RenderingServer
TextureGetRdTextureresult 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. Everyuniform_set_createfor 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
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.