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revert SamplerStateInfo and ShaderData. #34
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MonoGame 3.8 Release
Update master
Fix Missing Android Package
Fix cake script for 3.8.1 auto release
3.8.1 HOTFIX
need to -check for Precision lost -simplify the framework check in MathF.cs , check for netXX and netstandard2.0 -ensure the custom implementation gets inlined on older net.framework, xamarin, UWP, etc
-Do not reorder items -Revert "Adds ContentIdentity of the imported asset to reduce the need for special types in importers. (PR-6013)". -Remove ContentStats -Remove LoggerRootDirectory -Fix incremental build of external assets.
fix EffectProcessor Resolve namespace conflict with Effect class decouple SampleStateInfo from Xna.Framework.Graphics refactor writer and reader fix MGFXHeader fallback to v9
this method is a cause of memory leaks.
Remove the platform contition.
…fix EmulateTouch, and other minor fixes
…of ListReader & DictionaryReader
Reuse the existing instance on Resume/DeviceReset. ContentManager & ContentReaders was creating new instances during AssetReload(). The problem was with SoundEffectReader, and with Shared resources like VertexBuffer, IndexBuffer, Effect. http://community.monogame.net/t/sharpdx-crashing-the-app-after-having-resumed-a-few-times/813/5 Optimize ContentManager.ReloadGraphicsAssets. Do not reload non-GPU resources like SoundEffect.
UnloadContent() should be called only when Disposed is called b the user, otherwise assets will be collectected by GC. Also call Base.Dispose() just in case.
- FromFile() methods should use TileContainer.OpenStream() - FromFile() methods don't add any new functionality - DefaultColorProcessors impementation is slow - Texture2D.FromStream does no longer alter the original image - Convertion to premultiply can be done bt drawing the tecture to a RenderTarget
Tells to the system to not rotate the swapChain automatically. The program is responsible to rotate camera,UI, Input, etc. The behavior is somewhat similar to when using DrawingSurfaceBackgroundGrid on WP8. Although, touch input behave differently between the two platforms, on WP8 you have to rotate touch using the same 2D rotation matrix you would use for drawing UI elements. On win8 touch input is allready rotated by the system.
Revert "[Windows Store 8.x] Locks the swapChain to the native orientation" Revert "[Windows Store 8.x] Build W8.x templates" Revert "[Windows Store 8.x] Add Templates for Windows 8.1, Windows Phone 8.1 and Windows Phone 8.0" Revert "[Windows Store 8.x] Add Windows 8.1, Windows Phone 8.1 and Windows Phone 8.0 projects" Revert "[Windows Store 8.x] Add SharpDX 3.1.1 and SharpDX 2.6.3 with fixed garbage bug"
* Add Project templates (copy of 2019 templates) * build 2022 templates with nant * Add target framework name * update tags * lower required TargetFramework * installing templates
* refactor framework classes * Include Framework project in Blazor
* Merge Reflection Helpers * update VertexBufferContent
* Ref Platform * RefAudio * RefMedia * RefGame * RefInput * RefGraphics * RefInfo * PlatformInfo * nant build, nuget and installer
Since we don't know the MaxMultiSampleCount before the window initialization it's better to disable Multisampling rather than getting an undefinined beharior and/or crashes.
1) TextureColection uses a 32bit bitmask, therefore that's our hard limit at the moment. 2) There are several places that loop over the texture collection. Modern GPUs have hundreds of input slots and this is causing a performance issue. 3) This value should be limited by the Graphics profile.
* Definition of Oculus Touch Controller buttons * Oculus TouchController * update Oculus TouchController
* GamePlatform.Blazor * Content Pipeline TargetPlatform.Blazor * BLAZOR Constant * remove WEB constant * remove web source files
* Move Shaders * Add Macro for vs_3_0 and ps_3_0 * SetConstantBuffers and PlatformApply * ReadParameters While the previous code was reading floats for ogl, the mojo processor writes all zero values for everything. * ConstantBuffer.PlatformDispose() * refactor ConstantBuffer
update tpg
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update tpg
fixes #13