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Releases: voidwave/3SR-ENGINE
Releases · voidwave/3SR-ENGINE
Release list
3SR Editor 0.2.3-beta
- Gamepads: load the community controller database (8BitDo Ultimate 2C on the Mac) (#168)
3SR Editor 0.2.2-beta
- Fix the shader cook crash: drain pool pipeline builds before their objects are destroyed (#82)
- Android A6b: dynamic resolution's render area and thermal headroom (#106)
- Android A8b: APKs without the Android SDK (template player, C# repack and v2 signing) (#107)
- Android A5b: Minimum GPU, what you lose, and the Play Store filter (#108)
- Android A7b: the game UI's keyboard on phones (#109)
- Android A9: docs and the pause/resume check (#110)
- Android A8c: the App Bundle (.aab) for Google Play, without Java (#111)
- Find the game projects beside the engine repository (#112)
- Android A6c: the phone frame profiled; shadow atlas at most 2048 on phones (#113)
- FXAA (the phones' default anti-aliasing); revert the phones' 2048 shadow atlas (#114)
- Android A5d: half precision measured on the phone - no gain, not shipped (#115)
- Mobile Shooter template: touch controls for an Android-first FPS (#116)
- Release: complete, leak-scanned Android template in the platform.android package (#117)
- Android: Build And Run says up front it needs adb, with the download link (#118)
- FutureTasks: macOS editor + player plan (#119)
- CI: Windows check on the self-hosted runner + fix main's failing tests (#120)
- macOS M0: the editor runs on Apple Silicon (MoltenVK) - Mac-only loader, DXC shim, portability (#121)
- MacOS plan: merge on a green Windows check (#122)
- macOS M1: native libraries for osx-arm64 (audio, wgpu-native, package natives) (#123)
- CI: on-demand Windows capture workflow + tools/vw executable (#124)
- Dates use the Gregorian calendar whatever the PC's region (#125)
- macOS M2: the sky on MoltenVK, a player that never exited, M2 results (#127)
- Linux players exit again (console flush deadlock on Unix) (#128)
- Windows capture: keep artifacts 3 days (#129)
- macOS M3: platform layer, additions only (Retina mouse, UI scale, Cmd as Ctrl, dialogs, Finder, paths) (#130)
- macOS: import models with Assimp 6.0.2 like Windows (the ThirdPerson character was broken) (#131)
- ThirdPerson template: touch controls for phones (#132)
- Scene view: perspective orbits beyond 200 m draw from the right distance (#133)
- macOS: save scene paths with Windows' separator (one project edited on both machines) (#135)
- GPU cull: survive a scene switch (stale plan, freed shadow descriptor set) (#136)
- Windows check without GitHub Actions (local checker + commit status windows-check) (#137)
- macOS M4: vw on the Mac, the editor build script, and the parity pass (#139)
- Terrain colliders in coordinate order (fixes the flaky water determinism test) (#140)
- Descriptor writes key buffers by id, not the reusable Vulkan handle (Mac GPU-cull bug 2) (#141)
- windows-check: visible editor, and every template's playtests in a visible editor (#142)
- Foliage scene: start the Scene view outside the dune (#143)
- windows-check install.ps1: stop the running checker without aborting (#144)
- macOS: the engine's icon in the Dock and on the 3SR Editor launcher (#145)
- macOS: Finder in menus, pasted images, the Figma token in the Keychain (#146)
- windows-check: also check the Release editor the user runs (#147)
- The published editor opens no terminal window beside it (#148)
- macOS M5: Mac game builds (.app with .NET and MoltenVK inside) (#149)
- macOS M6: the Mac checker (macos-check, warn-only) (#150)
- macOS checker: work as a login item (own clone, local logs, retry after error) (#151)
- macOS M7: the editor as 3SR.app and a .dmg, macOS docs (#152)
- Directory.Build.props: match /src/ and /tools/ on macOS (#153)
- Releases: macOS list in the registry index, vw release publish --add-mac (#154)
- Build Settings: platform buttons three to a line; module size beside its decision (#155)
- 3SR Release: one-window release app (Windows + Mac installers, packages, 3sr.org) (#156)
- macOS M8: the release helper (the Mac's .dmg for the 3SR Release app) (#157)
- macOS app: Mac and web games build with nothing else installed; builds that need Windows say so (#158)
- macOS: the editor's Update downloads the .dmg and opens it (#159)
- Agent instances: a child on its parent's profile no longer takes over pid and port (#160)
- MacOS plan: M8 results and the phase table (#161)
- Build Settings lists only the platforms this computer can build (#162)
- Build Settings: a Mac game's architecture reads arm64, not an x64 choice (#163)
- Profiler: render thread chart, exact GC Alloc per thread; editor GC audit (#165)
- Editor: no managed allocation per frame; every Inspector card (single, multi, packages, scripts, data) and a guard for future components (#166)
- macOS app: Developer ID signing, notarization and stapling (#167)
3SR Editor 0.2.1-beta
- Fix the shader cook crash: drain pool pipeline builds before their objects are destroyed (#82)
- Android A6b: dynamic resolution's render area and thermal headroom (#106)
- Android A8b: APKs without the Android SDK (template player, C# repack and v2 signing) (#107)
- Android A5b: Minimum GPU, what you lose, and the Play Store filter (#108)
- Android A7b: the game UI's keyboard on phones (#109)
- Android A9: docs and the pause/resume check (#110)
- Android A8c: the App Bundle (.aab) for Google Play, without Java (#111)
- Find the game projects beside the engine repository (#112)
- Android A6c: the phone frame profiled; shadow atlas at most 2048 on phones (#113)
- FXAA (the phones' default anti-aliasing); revert the phones' 2048 shadow atlas (#114)
- Android A5d: half precision measured on the phone - no gain, not shipped (#115)
- Mobile Shooter template: touch controls for an Android-first FPS (#116)
- Release: complete, leak-scanned Android template in the platform.android package (#117)
- Android: Build And Run says up front it needs adb, with the download link (#118)
- FutureTasks: macOS editor + player plan (#119)
- CI: Windows check on the self-hosted runner + fix main's failing tests (#120)
- macOS M0: the editor runs on Apple Silicon (MoltenVK) - Mac-only loader, DXC shim, portability (#121)
- MacOS plan: merge on a green Windows check (#122)
- macOS M1: native libraries for osx-arm64 (audio, wgpu-native, package natives) (#123)
- CI: on-demand Windows capture workflow + tools/vw executable (#124)
- Dates use the Gregorian calendar whatever the PC's region (#125)
- macOS M2: the sky on MoltenVK, a player that never exited, M2 results (#127)
- Linux players exit again (console flush deadlock on Unix) (#128)
- Windows capture: keep artifacts 3 days (#129)
- macOS M3: platform layer, additions only (Retina mouse, UI scale, Cmd as Ctrl, dialogs, Finder, paths) (#130)
- macOS: import models with Assimp 6.0.2 like Windows (the ThirdPerson character was broken) (#131)
- ThirdPerson template: touch controls for phones (#132)
- Scene view: perspective orbits beyond 200 m draw from the right distance (#133)
- macOS: save scene paths with Windows' separator (one project edited on both machines) (#135)
- GPU cull: survive a scene switch (stale plan, freed shadow descriptor set) (#136)
- Windows check without GitHub Actions (local checker + commit status windows-check) (#137)
- macOS M4: vw on the Mac, the editor build script, and the parity pass (#139)
- Terrain colliders in coordinate order (fixes the flaky water determinism test) (#140)
- Descriptor writes key buffers by id, not the reusable Vulkan handle (Mac GPU-cull bug 2) (#141)
- windows-check: visible editor, and every template's playtests in a visible editor (#142)
- Foliage scene: start the Scene view outside the dune (#143)
- windows-check install.ps1: stop the running checker without aborting (#144)
- macOS: the engine's icon in the Dock and on the 3SR Editor launcher (#145)
- macOS: Finder in menus, pasted images, the Figma token in the Keychain (#146)
- windows-check: also check the Release editor the user runs (#147)
- The published editor opens no terminal window beside it (#148)
- macOS M5: Mac game builds (.app with .NET and MoltenVK inside) (#149)
- macOS M6: the Mac checker (macos-check, warn-only) (#150)
- macOS checker: work as a login item (own clone, local logs, retry after error) (#151)
- macOS M7: the editor as 3SR.app and a .dmg, macOS docs (#152)
- Directory.Build.props: match /src/ and /tools/ on macOS (#153)
- Releases: macOS list in the registry index, vw release publish --add-mac (#154)
- Build Settings: platform buttons three to a line; module size beside its decision (#155)
- 3SR Release: one-window release app (Windows + Mac installers, packages, 3sr.org) (#156)
- macOS M8: the release helper (the Mac's .dmg for the 3SR Release app) (#157)
- macOS app: Mac and web games build with nothing else installed; builds that need Windows say so (#158)
- macOS: the editor's Update downloads the .dmg and opens it (#159)
- Agent instances: a child on its parent's profile no longer takes over pid and port (#160)
- MacOS plan: M8 results and the phase table (#161)
- Build Settings lists only the platforms this computer can build (#162)
- Build Settings: a Mac game's architecture reads arm64, not an x64 choice (#163)
3SR Editor 0.2.0-beta
3SR Editor 0.2.0-beta.