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0.10.0-alpha.6

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@VLOD-ZDOV VLOD-ZDOV released this 29 Sep 11:39

The sixth alpha — published to be reported against. Flown in-game with the Vulkan validation layer on and no findings; the Windows-only fix below has not been tried on Windows yet.

  • No more black world after the first frame or a resize on some drivers: a check of the shared targets set the game's own frame to read from nothing, which also switched off occlusion and light shafts. This came back in the last alpha.
  • Resizing the window or toggling fullscreen no longer leaves OpenGL and Vulkan a frame out of step for the rest of the session.
  • The renderer no longer frees geometry the water and glass pass may still be drawing from.
  • Drivers that follow the Vulkan rules to the letter no longer risk drawing every chunk in the same place.
  • Presets turn Vulkan Water and Glass back on, so their water effects actually show.
  • Windows: a resize no longer keeps the old render targets in video memory until the game closes.
  • The game no longer freezes forever if the graphics driver gives up, and no longer reports a crash on the way out.
  • Ray-traced shadows no longer build from geometry outside its buffer.

Full list in CHANGELOG.md.