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Fixed ManualInputEventsManager, where its events were not triggered when no EventsSource was registered. This bug was introduced in v3.0.9175 RC3. The IsProcessingEvents property has also been removed from ManualInputEventsManager.
Prevented setting NaN values to the camera's position and distance when zooming in and out. This may happen when the camera's near and far planes are far apart.
When calculating the camera's near and far planes, use the camera's MinNearPlaneDistance and MaxFarPlaneDistance when provided.
Fixed PositionAndScaleSceneNode method in ModelUtils and TransformMesh method in MeshUtils by normalizing the normals. Before, the normals may not be normalized when scaling the object.
Improved AndroidBitmapIO when it is used in multiple threads and prevented scaling bitmap images based on screen density. This can be disabled by setting the new PreventAndroidBitmapScale to false.
Improved AndroidTextureLoader by adding a new optional name property to set the name of the created GpuImage. Also, the LoadTextureAsync method now takes StandardMaterialBase type as a parameter instead of StandardMaterial, so it can also be used to create a SolidColorMaterial.
Set GpuImage.IsDataWritePostponed when image data is scheduled for background transfer.
Added GpuDynamicMemoryBlockPool.FreeMaterialMemoryBlocks method that can be used to free the material's memory block in a custom Effect (see Ab4d.SharpEngine.Samples.Common/Advanced/FogEffect.cs DisposeMaterial method)
VulkanDynamicDescriptorSetFactory is now public instead of internal.
Improved TriangleMesh for Positions (Vector3[]) and PositionTexture vertex layout. Before, the VertexBufferDescription was not correctly set. Also, CalculateBoundingBox, GetPositions, GetTextureCoordinates and GetVertexDataChannels methods did not work correctly for those two vertex layouts.
Improved SolidColorEffect to correctly render meshes with only Positions (Vector3[]) and meshes with PositionTexture vertex layout. Before, only meshes with PositionNormalTexture vertex layout were correctly rendered (this layout is also used for StandardMesh).
Added CreateOutlinePositionsMesh and CreateOutlineStandardMesh to MeshUtils. See the new "Advanced / Mesh outlines" sample.
Ab4d.SharpEngine, Ab4d.SharpEngine.Assimp, Ab4d.SharpEngine.glTF and Ab4d.SharpEngine.AvaloniaUI assemblies for .Net 8 and .Net 9 are now marked as IsTrimmable and IsAotCompatible (updated code to prevent AOT analyzer warnings).