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Releases: voidwave/3SR-ENGINE

3SR Editor 0.2.3-beta

3SR Editor 0.2.3-beta Pre-release
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@voidwave voidwave released this 03 Nov 01:12
  • Gamepads: load the community controller database (8BitDo Ultimate 2C on the Mac) (#168)

3SR Editor 0.2.2-beta

3SR Editor 0.2.2-beta Pre-release
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@voidwave voidwave released this 03 Nov 00:18
  • 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

3SR Editor 0.2.1-beta Pre-release
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@voidwave voidwave released this 31 Oct 23:36
  • 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 Pre-release
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@voidwave voidwave released this 31 Oct 03:23

3SR Editor 0.2.0-beta.

3SR packages

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@voidwave voidwave released this 31 Oct 03:23

The 3SR editor's package registry: index.json and the .vpkg archives it lists.