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@@ -60,3 +60,583 @@ Projects should automatically be updated, but we recommend you making a backup o
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Game project will be recreated with the new project system.
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Game project will be recreated with the new project system.
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This should happen automatically but you might need a few tweaks afterwise (i.e. readjust Build Action on certain csproj items).
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This should happen automatically but you might need a few tweaks afterwise (i.e. readjust Build Action on certain csproj items).
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+
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+## Changelog
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+
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+### Android
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+
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+* Fix calls to OnPause and OnResume when the application is put on background/foreground.
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+* Fix regex used to check version of android ndk.
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+
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+### Android.Tests
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+
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+* Fix crash when launching test activity from test launcher.
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+
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+### Animation
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+
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+* Add the possibility to import animation curves of custom attributes present in FBXs.
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+
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+### AssemblyProcessor
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+
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+* Generate serialization code directly with Cecil
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+* Look into interfaces contained in base classes when generating ListUpdateRevolver registration code.
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+* Removed iOS workarounds (calli generics and unbox)
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+* Support PinnedType
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+* Use ILRepack from NuGet
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+
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+### AssetCompiler
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+
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+* Install target redirect on first build, and improve path detection
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+* Show URL of asset in case of exceptions in Command
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+
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+### Assets
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+
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+* Add the possibility to not to merge meshes of a model without skeleton to benefit of culling.
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+* Add the possibility to use a model without animation as reference of a diff animation clip.
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+* Automatically track source code changes (DefaultItems)
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+* Factorize SoundAssetCompiler for future use (video)
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+* Fixed Assets.Tests nuget packages/app.config
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+* Introduce \`IAssetWithSource\` interface to unify \`AssetWithSource\` with other kind of assets having a source (e.g. \`ModelAsset\`).
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+* Move Sound asset classes into \`Media\` namespace
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+* Package upgrader for BackgroundComponent.Is2D
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+* Sound: Use ShellHelper to call ffmpeg
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+
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+### Assets.Compiler
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+
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+* Reorganized remote builder in Assets.CompilerApp rather than BuildEngine.Common
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+
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+### Assets.Editor
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+
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+* Remove deleted resx from csproj
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+
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+### Assets.Model
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+
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+* Added mechanism to customize models during asset compilation.
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+
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+### Audio
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+
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+* Various improvements (courtesy of Pierre and Jonathan)
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+
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+### Audio.Tests
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+
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+* Temporarily remove 4 channels sounds (fails with ffmpeg)
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+* Test not compiling since SoundPlayState => PlayState renaming
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+
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+### Audio/Video
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+
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+* Detect FFMpeg errors
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+
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+### Build
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+
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+* Add explicit TargetFramework to project files
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+* Added DataMemberIgnore on LocalReflections.DebugModes to avoid serialization mismatch
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+* Added props/targets redirection for NuGet consumption
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+* Added System.ValueTuple (temporary fix until we switch to PackageReference for Xenko itself)
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+* Bumped Windows 10 SDK to 10.0.16299.0
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+* Change explicit TargetFrameworkVersions to TargetFramework
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+* Convert to PackageReference
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+* Define the TargetFramework for tooling assemblies
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+* Delete all packages.config and includes
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+* Disable native build during design-time build
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+* Explicitly include Microsoft.NET.Sdk props/targets for a few more projects that were not compiling correctly
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+* Explicitly include Microsoft.NET.Sdk props/targets to be able to override some values
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+* Fill list of files to cleanup only when running the clean target
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+* Fix compilation of shader related projects
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+* Fix CoreCLR build
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+* Fix language targets for WPF projects
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+* Fix OutputPath
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+* Fix package build
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+* Fix skybox not working with compressed cubemaps.
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+* Fix some project builds
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+* Fixed incremental build (still not perfect, waiting for more info on https://github.com/dotnet/project-system/issues/3157)
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+* Fixed unit test and package builds
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+* If SiliconStudioCompilerTargetsEnable is set to false, override LanguageTargets to an empty one
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+* Include *.cs files that are not in the project directory
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+* List resource folders explicitly in .xkpkg
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+* Make Xenko Native .cpp/.h file globbing faster by ignoring obj/bin folders
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+* More cleanup
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+* Moved sources from sources/common subdirectory to sources so that everything is at the same level
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+* Override SiliconStudioXenkoOutputPath even if set
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+* Remove *.CSharp.targets imports
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+* Remove default comments
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+* Remove many unnecesssary properties
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+* Remove Microsoft.Common.props imports
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+* Remove most attributes from AssemblyInfo.cs
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+* Remove obsolete files
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+* Remove references to default framework assemblies
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+* Remove some redundant Compile item updates
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+* Remove ToolsVersions
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+* Remove unnecessary *.cs file includes
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+* Remove unnecessary xml directives
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+* Removed CoreFX
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+* Removed LZMA compression (better to be directly supported at NuGet level?)
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+* Removed SiliconStudio.Presentation.SampleApp (not used)
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+* Removed unused SharpDiff
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+* Removed unused SharpDX.Mathematics from deps (using NuGet version already)
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+* Removed unused SQLite
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+* Revert samples to not use new csproj system for now
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+* Revert unit tests to old system for now
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+* Run AssemblyProcessor right before assembly is copied rather than during CoreCompile (which happens during Visual Studio loading)
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+* Setup proper AssemblyName for packageinstall assemblies
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+* Setup target for cpp (respecting SiliconStudioCompilerTargetsEnable)
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+* SiliconStudioXenkoReplaceVersionInfo target was not working properly with new build system
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+* Simplify ProjectReferences
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+* Switch to new csproj system for games
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+* Switch to nuget version for Mono.Options
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+* Switch to nuget version for Mono.TextTemplating
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+* Tests projects now have a Service in csproj with latest VS update
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+* Update *.cs files with additional properties, instead of including
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+* Update .gitignore for launchSettings.json
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+* Update build instructions
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+* Update embedded resources instead of including
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+* Update project file headers
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+* Updated LLVM to 5.0.1 (avoid some issues with "terminate" missing symbol on UWP, which should resolve to std::terminate)
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+* Updated THIRD PARTY.md to reflect usage of DocFX rather than SharpDoc
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+* Upgrade to new csproj format
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+* Use MSBuild 15.5 from MyGet
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+* Use Windows SDK v10.0 instead of v8.1 for d3dcompiler_47.dll
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+* Various improvements/fixes for the new project system
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+* Workaround for https://github.com/xamarin/xamarin-android/issues/1235 (Android resources not being properly merged in incremental build)
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+* Workaround for solution dependencies with incomptable frameworks: https://github.com/Microsoft/msbuild/issues/2661#issuecomment-338808156
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+
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+### BuildEngine
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+
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+* Tests: fix build since SlaveBuilderPath has been removed
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+
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+### Cecil
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+
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+* Protect against null reference exception when there is no yields in async method
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+* Update to latest Cecil + ILRepack
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+
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+### Core
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+
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+* Remove unnecessary constraint on generic parameters of extension methods \`DisposeBy\` and \`RemoveDisposeBy\`.
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+
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+### Core.Tests
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+
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+* Disable when building with CoreCLR or if SiliconStudioSkipUnitTests is set
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+* Fixed csproj so that it properly builds
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+
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+### CrashReport
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+
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+* Turned into a shared project
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+
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+### Deps
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+
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+* Removed unused lzma.exe
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+* Removed unused NuGet libraries (using PackageReference instead)
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+* Update checkout scripts.
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+* Update version of ffmpeg to from 3.3 to 3.4.
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+
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+### Editor
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+
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+* Change editor build directory to project Cache directory even in Dev mode. Remove fallback folder property from the settings (misleading).
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+* correct lens flare display attribute
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+* FindTemplates according to current session (or default package if no session loaded)
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+* Fix NullReference crash when asset is mising the DisplayAttribute.
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+* Update localization files.
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+* Update localization files. Also updated some comments.
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+* Updated to CodeAnalysis 2.4.0 and RoslynPad 1.0.4 (from NuGet)
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+
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+### Engine
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+
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+* Add a flag to be able to force the engine to update the animation evaluator cache (useful when updating clip channel values at runtime).
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+* Add getter to AnimationProcessor in order to be able to access AnimationClipResult.
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+* Added texture projection to light spots (courtesy of Mirsad)
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+* AnimationBlender: Implement blending for type Float1.
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+* Change log level of ffmpeg to \`fatal\`. \`error\` level can display recoverable errors.
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+* Clamping the normal.z value to (0, 1) to prevent NaN result from sqrt().
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+* Code cleanup.
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+* Delay the initialization of the shader parsers to first usage instead of first shader loaded (significantly reduce the load time in case no shader need to be compiled).
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+* Fix LightShafts with shadowmap transmittance
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+* Fix several crashes and multi-threading issues happening when modelNodeLinkComponents is targeting a model not in its parent hierarchy.
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+* Implement interface ICollectorHolder in ScriptComponent to be able to automatically dispose objects during the script Cancel method.
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+* Minor cleanup
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+* Move ModelNodeLinkProcessor before TransformProcessor to avoid to have the first frame where the transformation is not updated.
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+* NotNull and cosmetic improvements
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+* Removed some unused code/files
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+* Return the created PlayingAnimations when adding a new AnimationClip for convenience and consistency with other play functions.
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+* Streaming: Added a new DoNotStream option
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+* Support moving entity inside scene
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+* UpdateEngine: look for member updater coming from base classes before falling back on custom resolver.
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+
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+### ExecServer
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+
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+* Remove LoaderOptimization.MultiDomain
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+
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+### FBX
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+
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+* Switch to FBX SDK 2018.1.1
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+
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+### FBX.Importer
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+
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+* Optimize calculation of Quaternion from XYZ rotation keyframe.
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+
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+### Game
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+
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+* Add the possibility to render the splash screen as a double view for VR games.
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+
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+### GameStudio
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+
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+* Remove expiration
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+
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+### General
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+
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+* Removed bunch of unused files and fixed some license headers
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+
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+### Graphics
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+
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+* Add support for panorama 2D textures to skybox asset.
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+* Add ViewDimension property on Texture. Adjust code accordingly so that the engine behaves properly on View textures.
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+* Added a cast in SubsurfaceScatteringBlur.cs.
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+* Added a check to see if the MaterialIndices buffer is used before overwriting "allTargets\[1\]".
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+* Added a comment in MaterialHairLightAttenuationFunctionDirectional.xksl.
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+* Added a comment.
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+* Added a first version of the MeshHairRenderStageSelector class.
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+* Added an exception.
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+* Added comments.
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+* Added NotNull
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+* Added PCF for SSS thickness. Refactored the PCF code. Renamed "CalculateThickness()" to "FilterThickness()".
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+* Added some casts to fix shader errors.
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+* Added support for cavity & occlusion maps in the hair shading model.
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+* Added support for choosing which normals to use for the directional light attenuation for hair. Moved a computation from the GPU to the CPU.
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+* Added support for configuring the scattering kernel parameters. Refactored the scattering kernel generation.
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+* Added support for fake shadowing.
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+* Added support for per-material scattering kernels and scattering profiles.
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+* Added support for resizing the material array for the SSSS post process. Refactored the code.
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+* Added support for up to 256 scattering kernels in the SSS post-process by storing the kernels in a buffer.
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+* Added the missing multiplication by the diffuse color for the scattering.
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+* Added two editor-tunable (not yet integrated) parameters for the SSS transmittance.
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+* Baked a calculation into the SSS scattering kernel so it doesn't have to be executed in the post-process.
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+* Based the SSS shading model on the diffuse lambert one instead of the CelShading one. Removed redundant files.
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+* Cleaned up some spotlight code.
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+* Cleaned up the "SubsurfaceScatteringBlur" class.
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+* Cleaned up the SSS transmittance profile and scattering kernel generation code.
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+* Cleaned up the SSSS post-process shader.
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+* Correctly integrated the depth-stencil resolve for hair and transparent objects.
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+* Defined default values for properties and simplified the code.
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+* Fed the proper NdotL term into certain functions. Little refactoring. Applied shadows to the specular reflections.
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+* Finalized the indirect specular hair lighting for now.
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+* Fix 2D texture skybox shader compilation crash with graphics API level < 10
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+* Fix D3D12 build
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+* Fixed a bug causing the shadow map offset to be calculated incorrectly for certain light directions.
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+* Fixed a bug causing the shadow map pixel thickness streams variable not to be set.
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+* Fixed a bug in the SSS post-process which caused the scattering kernel to become distorted in non-square viewports.
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+* Fixed a bug inside of ShadowMapReceiverSpot.xksl.
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+* Fixed a bug which caused NaN with the Scheuermann approximation shading mode. Cleaned up and commented the hair shaders.
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+* Fixed a copy-paste error.
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+* Fixed a Mizuchi bug in the indirect hair lighting.
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+* Fixed back face rendering for opaque hair geometry. Removed debug code. Refactored the hair-specific code in MeshPipelineProcessor.
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+* Fixed new, minor shader compilation errors.
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+* Fixed some SSS thickness calculation artifacts by supply the correct, world space normals instead of object space normals.
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+* Fixed some stuff in the hair rendering code and cleaned it up.
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+* Fixed SSS thickness calculation for spotlights.
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+* Fixed the bug which causes the thickness to fade to 1.0 and not 0.0 at the border of shadow maps.
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+* Fixed the cavity map integration for the hair shading and removed the obsolete cavity parameter.
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+* Fixed the incorrect force to renderbuffer for all FBO attachments. Refactored the code.
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+* Fixed the issue with the constant buffers + mixins that are included multiple times per hair shader. Refactored the hair rendering code.
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+* Further cleaned up the SSSS shaders.
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+* Got rid of the circular dependency between SubsurfaceScatteringBlur and SubsurfaceScatteringRenderFeature.
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+* Hid the "Enabled" property of the MSAAResolver in a safer way.
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+* Implemented "FilterThickness()" for lights without PCF shadows.
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+* Implemented a debug mode for the hair shading.
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+* Implemented a list to choose different types of scattering profiles from for SSS (WIP).
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+* Implemented a more accurate offset for the SSS thickness filtering to greatly reduce the artifacts around object edges.
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+* Implemented a new extension point in "MaterialSurfaceLightingAndShading" and "IMaterialSurfaceShading".
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|
|
|
+* Implemented a PipelineProcessor for hair and disabled the hair-specific code in MeshPipelineProcessor.
|
|
|
|
|
+* Implemented cascade blending for the thickness calculation using directional shadow maps.
|
|
|
|
|
+* Implemented deduplication for the scattering parameter array in the SubsurfaceScatteringRenderFeature to save space in the array. Refactored the code.
|
|
|
|
|
+* Implemented force-disable of MSAA on iOS, so it compiles.
|
|
|
|
|
+* Implemented MSAA for Desktop OpenGL. Fixed the MSAAResolver serialization.
|
|
|
|
|
+* Implemented MSAA for OpenGL ES. Simplified and optimized some OpenGL code.
|
|
|
|
|
+* Implemented new diffuse and specular shading models for the hair based on the default shading model implementations.
|
|
|
|
|
+* Implemented preliminary in-shader scattering profile generation and precomputed scattering profile support.
|
|
|
|
|
+* Implemented proper support for fake shadowing, shadowing and scattering. Some refactoring. Combined duplicate code. Added more parameters. Moved some range checks to CPU.
|
|
|
|
|
+* Implemented scattering strength writing to alpha channel, so the post-process can sample it.
|
|
|
|
|
+* Implemented scattering support for point lights and improved other thickness calculation things.
|
|
|
|
|
+* Implemented support for changing the hair shading model. Refactored the shaders. Temporarily disabled support for noise textures. Replaced "Texture" properties with "IComputeColor". Updated userdocs and summaries.
|
|
|
|
|
+* Implemented support for changing the render mode of the SSS post-process from within the editor.
|
|
|
|
|
+* Implemented support for orthographic and perspective projections for SSS. Got rid of the "DepthFalloffStrength" parameter.
|
|
|
|
|
+* Implemented support for SSS strength maps.
|
|
|
|
|
+* Implemented the "SubsurfaceScatteringSettings" class and hardcoded the sample count for now. Integrated it into the dependent classes.
|
|
|
|
|
+* Implemented the first version of the SSS transmittance lighting as a new shading model.
|
|
|
|
|
+* Implemented the new streams variable "meshNormalWS" and integrated it in the hair shading and SSS.
|
|
|
|
|
+* Implemented the Separable Subsurface Scattering post process as a new ImageEffect.
|
|
|
|
|
+* Implemented the SSSS strength map using ComputeColor for more artistic freedom and proper mip map selection.
|
|
|
|
|
+* Implemented two new parameters for controlling the specular noise textures for hair shading. Commented out unused code.
|
|
|
|
|
+* Improved the jittering in the SSSS post-process shader and refactored it a little.
|
|
|
|
|
+* Improved the SSS material array and index generation for the post-process.
|
|
|
|
|
+* Improved the SSS thickness filtering artifacts by calculating a better normal offset.
|
|
|
|
|
+* Included the MeshHairRenderStageSelector class in the project.
|
|
|
|
|
+* Increased the allowed number of digits for the hair specular strength to three.
|
|
|
|
|
+* Integrated correct, world space normals for the SSS transmittance calculation.
|
|
|
|
|
+* Integrated optional kernel size jittering to break the banding artifacts. Improved the rotation randomization. Removed some obsolete code.
|
|
|
|
|
+* Integrated screen space scattering kernel generation. Replaced the "Quality" parameter with "SampleCount".
|
|
|
|
|
+* Integrated support for generating a subsurface scattering material index buffer that is consumed by the SSSS post process.
|
|
|
|
|
+* Integrated the editor-tunable parameters for the shading model. Implemented transmittance support for PCF shadows.
|
|
|
|
|
+* Little code simplification.
|
|
|
|
|
+* Little refactoring in the specular hair model feature.
|
|
|
|
|
+* Made "SpriteBase.xksl" always write zero to all render targets in order to prevent uninitialized framebuffer regions (to prevent having an SSS material index in the sky).
|
|
|
|
|
+* Made all the materials write to the SSS material index buffer.
|
|
|
|
|
+* Made it possible to enable/disable the SSS material deduplication. Cleaned up and commented code.
|
|
|
|
|
+* Made multisampling get disabled when OpenGL ES 2 is being used. Added logging for adjustments of the multisampling level.
|
|
|
|
|
+* Made the opaque hair geometry render using the "Opaque" RenderStage and removed the "HairOpaque" RenderStage from ForwardRenderer.
|
|
|
|
|
+* Made the specular hair lighting get attenuated by alpha, so transparent regions don't exhibit specular reflections.
|
|
|
|
|
+* Made the SSS post-process get skipped if no scattering materials are visible.
|
|
|
|
|
+* Made the SSSS post-process work accurately for non-square viewports too. Refactored the code. Disabled the debug shader code. Fixed the inverted clip space coordinates.
|
|
|
|
|
+* Made the Transparency material feature get ignored if hair shading is on to prevent issues.
|
|
|
|
|
+* Minor refactoring in the hair code.
|
|
|
|
|
+* Moved SSS mixins to a subfolder.
|
|
|
|
|
+* Moved the "MaterialHairSurfaceData" structure to the specular hair shader because it's only needed there now. Renamed "MaterialHairSurfaceData.xksl" to "MaterialHairShared.xksl".
|
|
|
|
|
+* Moved the angle conversion to the CPU side.
|
|
|
|
|
+* Moved the definition of the screen space scattering kernel (for SSSS) out of the shader.
|
|
|
|
|
+* Moved the hair shader mixin code files to the correct subfolders. Renamed some shaders and classes.
|
|
|
|
|
+* Moved the hair shader mixin code into subfolders for better overview.
|
|
|
|
|
+* Moved the SSSS post processing code to the correct folder within the project.
|
|
|
|
|
+* OpenGL: Fix regression where depth textures used as SRV were created as render buffers rather than textures.
|
|
|
|
|
+* Ported and integrated most of the Mizuchi diffuse and specular hair shading functions. Implemented editor parameters.
|
|
|
|
|
+* Readded missing SpriteBatch.bytecodeSRgb.Vulkan.Level\_9\_1.cs
|
|
|
|
|
+* Refactored fake shadowing into a drop down option with accompanying parameters. Removed obsolete code.
|
|
|
|
|
+* Refactored hair direction (tangent/bitangent) and shadowing/scattering options into drop down options with accompanying parameters. Removed obsolete code.
|
|
|
|
|
+* Refactored the code.
|
|
|
|
|
+* Refactored the hair rendering code. Adjusted properties. Implemented "GetHashCode()" for all hair classes. Removed obsolete code. Replaced float4 with float3 in shaders.
|
|
|
|
|
+* Refactored the hair shaders. Implemented overrides for PrepareForLightingAndShading and integrated support for noise maps using ComputeColor.
|
|
|
|
|
+* Refactored the HairRenderFeature class. Multithreaded some code.
|
|
|
|
|
+* Refactored the simplified the MSAAResolver class. Made the MSAAResolver stay always on to get rid of redundant code and to make the editor settings more obvious.
|
|
|
|
|
+* Refactored the SSS thickness calculation shader code.
|
|
|
|
|
+* Refactored the SSSS material array generation, so the material array gets allocated only once at startup and from then on gets modified only.
|
|
|
|
|
+* Refactoring and cleanup. Removed duplicate and redundant code.
|
|
|
|
|
+* Refactoring. Got rid of duplicate code. Slightly changed the environmental lighting. Implemented the option for the shading model using an enum.
|
|
|
|
|
+* Reimplemented the hair "tag" as a ParameterKey so hair meshes can get filtered out correctly. Updated the RenderStageSelectors.
|
|
|
|
|
+* Reimplemented the hair rendering using the new multipass feature. Fixed some hair shading issues. Reimplemented the specular environmental lighting using IMaterialSpecularMicrofacetEnvironmentFunction.
|
|
|
|
|
+* Reimplemented the SSS as a separate material feature. Removed obsolete material parameters.
|
|
|
|
|
+* Remove unused built-in shader bytecode
|
|
|
|
|
+* Removed a commented out line of debug code.
|
|
|
|
|
+* Removed a project include.
|
|
|
|
|
+* Removed an obsolete line of code.
|
|
|
|
|
+* Removed dead code.
|
|
|
|
|
+* Removed obsolete code from "MaterialSurfaceShadingDiffuseHair.xksl".
|
|
|
|
|
+* Removed obsolete hair render stages from "ForwardRenderer".
|
|
|
|
|
+* Removed obsolete hair rendering code.
|
|
|
|
|
+* Removed obsolete shader code. Updated comments. Moved the "AfterLightingAndShading()" shader extension point.
|
|
|
|
|
+* Removed redundant hair shading code.
|
|
|
|
|
+* Removed some obsolete code from "MaterialSurfaceShadingSpecularHair.xksl".
|
|
|
|
|
+* Removed the "MaterialSurfaceShadingSharedHairKeys" class and replaced its "IsHair" parameter with "PassID".
|
|
|
|
|
+* Removed the "override" keyword from "FilterThickness()".
|
|
|
|
|
+* Removed the manual PCF thickness filtering code after confirming that there's no visual difference compared to taking one interpolated sample.
|
|
|
|
|
+* Removed the obsolete Fresnel, Visibility and Distribution mixins & properties from the hair model feature.
|
|
|
|
|
+* Removed the scattering kernel parameters from Material.cs and stored them using material parameters instead. Some refactoring & bugfixing.
|
|
|
|
|
+* Removed unused includes from the cel shading shaders and removed duplicate code.
|
|
|
|
|
+* Removed unused parameters from "LightDirectionalShadowMapRenderer.cs".
|
|
|
|
|
+* Removed unused parameters from "LightSpotShadowMapRenderer.cs".
|
|
|
|
|
+* Renamed "MaterialHairLightAttenuationFunctionDefault" to "MaterialHairLightAttenuationFunctionDirectional".
|
|
|
|
|
+* Renamed a parameter of the SSSS post process.
|
|
|
|
|
+* Renamed some SSS classes and shaders. Changed the way the scattering strength map is handled.
|
|
|
|
|
+* Renamed the property "Fake shadowing function" to "Light attenuation function" and added comments.
|
|
|
|
|
+* Replaced IComputeColor with IComputeScalar for the hair noise maps.
|
|
|
|
|
+* Separated out the scattering kernel as an additional setting, independent of of the scattering profile.
|
|
|
|
|
+* Simplified the code using existing streams variables. Implemented the "UseTangent" setting. Added explanations and numerical ranges for properties.
|
|
|
|
|
+* Simplified the PCF shadow and thickness code.
|
|
|
|
|
+* Simplified the shadow map thickness filtering code.
|
|
|
|
|
+* Specified correct numerical ranges for the SSS shading model parameters and added userdocs and summaries. Made it possible to change SSS parameters without waiting for a shader recompilation.
|
|
|
|
|
+* Temporarily disabled the "scatteringWidths" array for the SSSS post process. Implemented a discard for materials with a material index of zero.
|
|
|
|
|
+* Temporary integration of hair rendering using three render passes (opaque, transparent back, transparent front), which exhibits flickering.
|
|
|
|
|
+* Update source to match new material pass API
|
|
|
|
|
+* Updated an outdated comment about MSAA support.
|
|
|
|
|
+* Updated comments in SSS code.
|
|
|
|
|
+* Updated the SSS "Translucency" default value so it matches the one of the SSSS demo & Mizuchi.
|
|
|
|
|
+
|
|
|
|
|
+### Graphics.Tests
|
|
|
|
|
+
|
|
|
|
|
+* Bump gold image version (skybox compression changes)
|
|
|
|
|
+
|
|
|
|
|
+### Importer.FBX
|
|
|
|
|
+
|
|
|
|
|
+* Add support for partial animation of a vectors (use default value instead of 0 for component missing animation curves).
|
|
|
|
|
+
|
|
|
|
|
+### Input
|
|
|
|
|
+
|
|
|
|
|
+* Add missing keyboard key mapping for Android.
|
|
|
|
|
+* Android: Fix issue with PointerPressed/Released list being constantly empty (update was performed twice).
|
|
|
|
|
+* Various fixes for orientation sensor on Android (courtesy of Pierre)
|
|
|
|
|
+* VirtualButton: add IsDown/Pressed/Released methods. Create VirtualButton.Pointer classes. Make constructors protected so that types can be inherited. Improve code.
|
|
|
|
|
+
|
|
|
|
|
+### Input.Tests
|
|
|
|
|
+
|
|
|
|
|
+* Fix compilation issues.
|
|
|
|
|
+
|
|
|
|
|
+### Install
|
|
|
|
|
+
|
|
|
|
|
+* Removed Portable Library from prerequisites
|
|
|
|
|
+* Removed unused BuildTools_MSBuildNuget.msi
|
|
|
|
|
+
|
|
|
|
|
+### Launcher
|
|
|
|
|
+
|
|
|
|
|
+* Adapted to support new nuget packages
|
|
|
|
|
+* Fix self-upgrading since switch to NuGet 4.0
|
|
|
|
|
+* Fixed with new build system
|
|
|
|
|
+* Reorganize settings (no more store.config, because we might have Xenko from package install rather than Launcher) and better detection of dev packages on server side
|
|
|
|
|
+
|
|
|
|
|
+### Misc
|
|
|
|
|
+
|
|
|
|
|
+* Cherry-pick manu/nuget3 branch
|
|
|
|
|
+* Fixed the Engine project file.
|
|
|
|
|
+* Resolved the merge conflict on the file "SiliconStudio.Xenko.Engine.csproj".
|
|
|
|
|
+* Revert "\[Build\] Override SiliconStudioXenkoOutputPath even if set"
|
|
|
|
|
+* Revert "\[Skin/Hair\] Hide Hair/Skin parameters until working properly"
|
|
|
|
|
+* Updated the year in the copyright notice.
|
|
|
|
|
+
|
|
|
|
|
+### MSBuild
|
|
|
|
|
+
|
|
|
|
|
+* Improved MSBuild detection to use installed version rather than local nuget copy
|
|
|
|
|
+* MSBuildLocator: Run it only if MSBuild assemblies not detected (they might be loaded if ran as part of MSBuild)
|
|
|
|
|
+* Updated from 15.5.180 to 15.6.82
|
|
|
|
|
+
|
|
|
|
|
+### Native
|
|
|
|
|
+
|
|
|
|
|
+* Compute XenkoNativeOutput.Link only when OutputPath is properly computed (inside a target)
|
|
|
|
|
+
|
|
|
|
|
+### OpenGL
|
|
|
|
|
+
|
|
|
|
|
+* Fix for "Requested renderbuffer is neither a render target nor a depth/stencil attachment." issue when using post effects of openGL.
|
|
|
|
|
+
|
|
|
|
|
+### Package
|
|
|
|
|
+
|
|
|
|
|
+* Readded tools folder (needed for packageinstall.exe)
|
|
|
|
|
+
|
|
|
|
|
+### Packages
|
|
|
|
|
+
|
|
|
|
|
+* Download report and package installer fixed with NuGet 4.0
|
|
|
|
|
+* Removed potential future namespace collision
|
|
|
|
|
+* Various improvements to make new nuget system works better
|
|
|
|
|
+
|
|
|
|
|
+### Physics
|
|
|
|
|
+
|
|
|
|
|
+* Fix crash in physics engine when collider shapes are removed from the scene and unloaded during the same frame.
|
|
|
|
|
+
|
|
|
|
|
+### Prerequisites
|
|
|
|
|
+
|
|
|
|
|
+* Readd Microsoft.Net.Component.4.6.1.TargetingPack to MSBuild prerequisites
|
|
|
|
|
+
|
|
|
|
|
+### Presentation
|
|
|
|
|
+
|
|
|
|
|
+* Remove an InvalidCastException in AssetFromFileTemplateGenerator
|
|
|
|
|
+
|
|
|
|
|
+### Preview
|
|
|
|
|
+
|
|
|
|
|
+* Fix the texture preview in the case the texture has no alpha channel.
|
|
|
|
|
+
|
|
|
|
|
+### Rendering
|
|
|
|
|
+
|
|
|
|
|
+* Add EyeIndex and EyeCount shader variable information via new GlobalVR shader.
|
|
|
|
|
+* Add support for panoramic 2D texture as 3D input of BackgroundComponent.
|
|
|
|
|
+* Add the possibility to select sprite blending mode from the Game Studio.
|
|
|
|
|
+* Fix black screen rendering issue when post effects are used without VR texture mirroring.
|
|
|
|
|
+* Improve FastTextRenderer robustness. Reallocate buffer when maximum number of character is exceeded.
|
|
|
|
|
+* Resource ranges were mixed up with data ones when computing satrt offsets
|
|
|
|
|
+* Skin: remove declaration of SV_Target* when unused, and use another mechanism to detect if material index MRT is needed
|
|
|
|
|
+* Temporal AA (Velocity Buffer courtesy of Guus)
|
|
|
|
|
+
|
|
|
|
|
+### Samples
|
|
|
|
|
+
|
|
|
|
|
+* Fix compilation of the VR sample.
|
|
|
|
|
+
|
|
|
|
|
+### SceneEditor
|
|
|
|
|
+
|
|
|
|
|
+* Add debug physic shape for infinite planes.
|
|
|
|
|
+* Do not ignore depth while writing the physics gyzmo.
|
|
|
|
|
+
|
|
|
|
|
+### Scripts
|
|
|
|
|
+
|
|
|
|
|
+* Removed deadlock between ScriptSourceFileAssetViewModel.DocumentId and UpdateAssetFromSource (can't seem to reproduce XK-5104)
|
|
|
|
|
+* When creating a script, "do you want to save" dialog didn't do what it was supposed to do
|
|
|
|
|
+
|
|
|
|
|
+### Serialization
|
|
|
|
|
+
|
|
|
|
|
+* Fixed missing generic info when initializing parent serializer
|
|
|
|
|
+
|
|
|
|
|
+### Shaders
|
|
|
|
|
+
|
|
|
|
|
+* Explicitly qualify Annotations namespace to avoid future conflicts with Xenko.Core.Annotations namespace.
|
|
|
|
|
+* Removed glsl-optimizer (causing some issues on Android)
|
|
|
|
|
+* Removed potential future namespace collision
|
|
|
|
|
+
|
|
|
|
|
+### SharpDX
|
|
|
|
|
+
|
|
|
|
|
+* Updated to NuGet version 4.0.1
|
|
|
|
|
+
|
|
|
|
|
+### Skin
|
|
|
|
|
+
|
|
|
|
|
+* Additional changes to work with new MRT system
|
|
|
|
|
+
|
|
|
|
|
+### Skin/Hair
|
|
|
|
|
+
|
|
|
|
|
+* Added package upgrader for effect log (new generic parameter for directional light shadow caster)
|
|
|
|
|
+* Compute transmittance is now set in the light shadow parameters
|
|
|
|
|
+* Hide Hair/Skin parameters until working properly
|
|
|
|
|
+* Improve package upgrader to work on any xkeffectlog file (instead of just the default one)
|
|
|
|
|
+
|
|
|
|
|
+### Skybox
|
|
|
|
|
+
|
|
|
|
|
+* Upgrader for SkyboxShaderCubemap renaming in effectlog
|
|
|
|
|
+
|
|
|
|
|
+### Store
|
|
|
|
|
+
|
|
|
|
|
+* Changed how package paths are detected
|
|
|
|
|
+
|
|
|
|
|
+### Streaming
|
|
|
|
|
+
|
|
|
|
|
+* Fix crash happening when a texture was simultaneously used as background and video target.
|
|
|
|
|
+
|
|
|
|
|
+### Templates
|
|
|
|
|
+
|
|
|
|
|
+* Moved ProjectTemplateGeneratorHelper.cs to Xenko.Assets
|
|
|
|
|
+
|
|
|
|
|
+### Tests
|
|
|
|
|
+
|
|
|
|
|
+* Bumped packages
|
|
|
|
|
+* Bumped packages & adjusted package upgrader version check
|
|
|
|
|
+
|
|
|
|
|
+### TexTool
|
|
|
|
|
+
|
|
|
|
|
+* Fix Rescaling of 16bits pixel single channel textures.
|
|
|
|
|
+
|
|
|
|
|
+### UpdateEngine
|
|
|
|
|
+
|
|
|
|
|
+* Added path resolve for ParameterCollection/ParameterKey
|
|
|
|
|
+
|
|
|
|
|
+### Userdocs
|
|
|
|
|
+
|
|
|
|
|
+* rename glossiness -> gloss, more natural English
|
|
|
|
|
+* update skybox asset and background component labels and userdocs
|
|
|
|
|
+
|
|
|
|
|
+### Video
|
|
|
|
|
+
|
|
|
|
|
+* Added SharpDX.MediaFoundation to UWP projects
|
|
|
|
|
+* Added support for video rendering (Windows and Android only for now)
|
|
|
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+* Added Video assembly to unit tests
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+* Ensure that the video file format is mp4 on windows.
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+* Fix #ifdef preprocessing instructions in ffmpeg files and make assembly graphics API dependant.
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+* Keep in sync with feature branch
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+* Strip away STEREO3D side_data information when present during video compilation on window.
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+
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+### Video/Audio
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+
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+* Keep in sync with feature branch
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+
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+### VisualStudio
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+
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+* Fix project references
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+
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+### VR
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+
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+* Add implementation of Recenter for DummyDevice and OpenVR.
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+* Follow orientation sensor (courtesy of Pierre)
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+
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+### VSPackage
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+
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+* Fix vsix build with new csproj system
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+
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+### Yaml.Tests
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+
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+* Fix unit tests using EmbeddedResources
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