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Rendering improvements, Android fixes, and general maintenance.
Our first post-vulkan release with fixes and improvements!
- Here we see SSRL now respecting diffusion of reflecting material's roughness.
Changes in Detail -
- BREAKING: Contour2dDispatcherImSim name fix.
- BREAKING: Now doing screen selection in MMCC like ImSim with boolean parameter and removing DesiredScreen property, thereby resolving #1374.
- BREAKING: Renamed Advancing to TimeAdvancing and Halted to TimeHalted.
- BREAKING: Renamed TimeUpdate concept to TimeAdvance for clarity and consistency with advancing / halted nomenclature.
- BREAKING: Reworked SDL gamepad mapping to use HID-mapped inputs.
- BREAKING: Reduced max cascade shadows to 1 due to their very large memory footprint.
- UX CHANGE: Swapped F10 and F12 in Gaia.
- Made audio master controls configurable.
- Compile fixes with latest F#.
- Fixed fsprojDllFilePaths.
- Fix for allocation failure in windows "Show Desktop" case.
- Decomposed TF code a bit for understandability.
- Reduced render pass splitting on known tile-based targets.
- Bit of semantic clean-up for PixelFormat.
- More explicit note and naming for internal vulkan API references.
- Add ability to don't care about load ops to avoid over-retaining vulkan attachment data.
- Optimized vulkan BufferWrapper to struct.
- Implement vulkan resolve texture workflow.
- Simplified away time advancement / restoration bug.
- Some subtle bug fixes for Transform.
- Now linear filtering when geometry res <> target res, such as in Gaia with inner viewport.
- Fixed vulkan resource leaks on exit.
- Applied roughness-based blur to SSRL.
- Implemented directional shadow fade out.
- Fixed various eye reset regressions.
- Android driver bug workaround for fence waiting.
- Added memory constrained mode to get basic 3D working on more mobile targets.
- Fixed vulkan validation issues on windows.
- Fixed clean up destroyed fluid emitter particles.
- Stabilize Sand Box 2d physics demos
- Update Box2D.NET to 3.1.654.
- Checked in vulkan android validation layer.
- Lowered severity of vulkan errors to aid debugging.
- Fixed (macos): anchor SDL MoltenVK library path
- Fixed (macos): point SDL at Vulkan loader
- Reduced default cost of SSAO.
- Updated Prime to fix delta perf issues.
- Reduced default SSVF steps for lower-end hardware.
- Skipping SSVF convolution process when no lights desire fogging.
- Fixed non-working SSAO resolution divisor.
- SSAO down res by default to save perf.
- Made ray/shao casts not fail in stub physics.
- Always preferring device memory for texture.
- Added missing dispose invocation which led to short-lived leaks.
- Now tracking vulkan image memory usage.
- Revamp vulkan's surface and swapchain architecture to solve Android backgrounding and restoration issues.
Most 2D physics fixes thanks to @Happypig375 and with general assistance for vulkan fixes from @deanjl!
Full Changelog: v20.0.0...v20.1.0