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Rendering improvements, Android fixes, and general maintenance.

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@bryanedds bryanedds released this 11 Sep 08:25
· 79 commits to master since this release

Our first post-vulkan release with fixes and improvements!

image
  • 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