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Added changelog for 3.0

Virgile Bello 7 년 전
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  1. 580 0
      en/ReleaseNotes/ReleaseNotes.md

+ 580 - 0
en/ReleaseNotes/ReleaseNotes.md

@@ -60,3 +60,583 @@ Projects should automatically be updated, but we recommend you making a backup o
 Game project will be recreated with the new project system.
 
 This should happen automatically but you might need a few tweaks afterwise (i.e. readjust Build Action on certain csproj items).
+
+## Changelog
+
+### Android
+
+*   Fix calls to OnPause and OnResume when the application is put on background/foreground.
+*   Fix regex used to check version of android ndk.
+
+### Android.Tests
+
+*   Fix crash when launching test activity from test launcher.
+
+### Animation
+
+*   Add the possibility to import animation curves of custom attributes present in FBXs.
+
+### AssemblyProcessor
+
+*   Generate serialization code directly with Cecil
+*   Look into interfaces contained in base classes when generating ListUpdateRevolver registration code.
+*   Removed iOS workarounds (calli generics and unbox)
+*   Support PinnedType
+*   Use ILRepack from NuGet
+
+### AssetCompiler
+
+*   Install target redirect on first build, and improve path detection
+*   Show URL of asset in case of exceptions in Command
+
+### Assets
+
+*   Add the possibility to not to merge meshes of a model without skeleton to benefit of culling.
+*   Add the possibility to use a model without animation as reference of a diff animation clip.
+*   Automatically track source code changes (DefaultItems)
+*   Factorize SoundAssetCompiler for future use (video)
+*   Fixed Assets.Tests nuget packages/app.config
+*   Introduce \`IAssetWithSource\` interface to unify \`AssetWithSource\` with other kind of assets having a source (e.g. \`ModelAsset\`).
+*   Move Sound asset classes into \`Media\` namespace
+*   Package upgrader for BackgroundComponent.Is2D
+*   Sound: Use ShellHelper to call ffmpeg
+
+### Assets.Compiler
+
+*   Reorganized remote builder in Assets.CompilerApp rather than BuildEngine.Common
+
+### Assets.Editor
+
+*   Remove deleted resx from csproj
+
+### Assets.Model
+
+*   Added mechanism to customize models during asset compilation.
+
+### Audio
+
+*   Various improvements (courtesy of Pierre and Jonathan)
+
+### Audio.Tests
+
+*   Temporarily remove 4 channels sounds (fails with ffmpeg)
+*   Test not compiling since SoundPlayState => PlayState renaming
+
+### Audio/Video
+
+*   Detect FFMpeg errors
+
+### Build
+
+*   Add explicit TargetFramework to project files
+*   Added DataMemberIgnore on LocalReflections.DebugModes to avoid serialization mismatch
+*   Added props/targets redirection for NuGet consumption
+*   Added System.ValueTuple (temporary fix until we switch to PackageReference for Xenko itself)
+*   Bumped Windows 10 SDK to 10.0.16299.0
+*   Change explicit TargetFrameworkVersions to TargetFramework
+*   Convert to PackageReference
+*   Define the TargetFramework for tooling assemblies
+*   Delete all packages.config and includes
+*   Disable native build during design-time build
+*   Explicitly include Microsoft.NET.Sdk props/targets for a few more projects that were not compiling correctly
+*   Explicitly include Microsoft.NET.Sdk props/targets to be able to override some values
+*   Fill list of files to cleanup only when running the clean target
+*   Fix compilation of shader related projects
+*   Fix CoreCLR build
+*   Fix language targets for WPF projects
+*   Fix OutputPath
+*   Fix package build
+*   Fix skybox not working with compressed cubemaps.
+*   Fix some project builds
+*   Fixed incremental build (still not perfect, waiting for more info on https://github.com/dotnet/project-system/issues/3157)
+*   Fixed unit test and package builds
+*   If SiliconStudioCompilerTargetsEnable is set to false, override LanguageTargets to an empty one
+*   Include *.cs files that are not in the project directory
+*   List resource folders explicitly in .xkpkg
+*   Make Xenko Native .cpp/.h file globbing faster by ignoring obj/bin folders
+*   More cleanup
+*   Moved sources from sources/common subdirectory to sources so that everything is at the same level
+*   Override SiliconStudioXenkoOutputPath even if set
+*   Remove *.CSharp.targets imports
+*   Remove default comments
+*   Remove many unnecesssary properties
+*   Remove Microsoft.Common.props imports
+*   Remove most attributes from AssemblyInfo.cs
+*   Remove obsolete files
+*   Remove references to default framework assemblies
+*   Remove some redundant Compile item updates
+*   Remove ToolsVersions
+*   Remove unnecessary *.cs file includes
+*   Remove unnecessary xml directives
+*   Removed CoreFX
+*   Removed LZMA compression (better to be directly supported at NuGet level?)
+*   Removed SiliconStudio.Presentation.SampleApp (not used)
+*   Removed unused SharpDiff
+*   Removed unused SharpDX.Mathematics from deps (using NuGet version already)
+*   Removed unused SQLite
+*   Revert samples to not use new csproj system for now
+*   Revert unit tests to old system for now
+*   Run AssemblyProcessor right before assembly is copied rather than during CoreCompile (which happens during Visual Studio loading)
+*   Setup proper AssemblyName for packageinstall assemblies
+*   Setup target for cpp (respecting SiliconStudioCompilerTargetsEnable)
+*   SiliconStudioXenkoReplaceVersionInfo target was not working properly with new build system
+*   Simplify ProjectReferences
+*   Switch to new csproj system for games
+*   Switch to nuget version for Mono.Options
+*   Switch to nuget version for Mono.TextTemplating
+*   Tests projects now have a Service in csproj with latest VS update
+*   Update *.cs files with additional properties, instead of including
+*   Update .gitignore for launchSettings.json
+*   Update build instructions
+*   Update embedded resources instead of including
+*   Update project file headers
+*   Updated LLVM to 5.0.1 (avoid some issues with "terminate" missing symbol on UWP, which should resolve to std::terminate)
+*   Updated THIRD PARTY.md to reflect usage of DocFX rather than SharpDoc
+*   Upgrade to new csproj format
+*   Use MSBuild 15.5 from MyGet
+*   Use Windows SDK v10.0 instead of v8.1 for d3dcompiler_47.dll
+*   Various improvements/fixes for the new project system
+*   Workaround for https://github.com/xamarin/xamarin-android/issues/1235 (Android resources not being properly merged in incremental build)
+*   Workaround for solution dependencies with incomptable frameworks: https://github.com/Microsoft/msbuild/issues/2661#issuecomment-338808156
+
+### BuildEngine
+
+*   Tests: fix build since SlaveBuilderPath has been removed
+
+### Cecil
+
+*   Protect against null reference exception when there is no yields in async method
+*   Update to latest Cecil + ILRepack
+
+### Core
+
+*   Remove unnecessary constraint on generic parameters of extension methods \`DisposeBy\` and \`RemoveDisposeBy\`.
+
+### Core.Tests
+
+*   Disable when building with CoreCLR or if SiliconStudioSkipUnitTests is set
+*   Fixed csproj so that it properly builds
+
+### CrashReport
+
+*   Turned into a shared project
+
+### Deps
+
+*   Removed unused lzma.exe
+*   Removed unused NuGet libraries (using PackageReference instead)
+*   Update checkout scripts.
+*   Update version of ffmpeg to from 3.3 to 3.4.
+
+### Editor
+
+*   Change editor build directory to project Cache directory even in Dev mode. Remove fallback folder property from the settings (misleading).
+*   correct lens flare display attribute
+*   FindTemplates according to current session (or default package if no session loaded)
+*   Fix NullReference crash when asset is mising the DisplayAttribute.
+*   Update localization files.
+*   Update localization files. Also updated some comments.
+*   Updated to CodeAnalysis 2.4.0 and RoslynPad 1.0.4 (from NuGet)
+
+### Engine
+
+*   Add a flag to be able to force the engine to update the animation evaluator cache (useful when updating clip channel values at runtime).
+*   Add getter to AnimationProcessor in order to be able to access AnimationClipResult.
+*   Added texture projection to light spots (courtesy of Mirsad)
+*   AnimationBlender: Implement blending for type Float1.
+*   Change log level of ffmpeg to \`fatal\`. \`error\` level can display recoverable errors.
+*   Clamping the normal.z value to (0, 1) to prevent NaN result from sqrt().
+*   Code cleanup.
+*   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).
+*   Fix LightShafts with shadowmap transmittance
+*   Fix several crashes and multi-threading issues happening when modelNodeLinkComponents is targeting a model not in its parent hierarchy.
+*   Implement interface ICollectorHolder in ScriptComponent to be able to automatically dispose objects during the script Cancel method.
+*   Minor cleanup
+*   Move ModelNodeLinkProcessor before TransformProcessor to avoid to have the first frame where the transformation is not updated.
+*   NotNull and cosmetic improvements
+*   Removed some unused code/files
+*   Return the created PlayingAnimations when adding a new AnimationClip for convenience and consistency with other play functions.
+*   Streaming: Added a new DoNotStream option
+*   Support moving entity inside scene
+*   UpdateEngine: look for member updater coming from base classes before falling back on custom resolver.
+
+### ExecServer
+
+*   Remove LoaderOptimization.MultiDomain
+
+### FBX
+
+*   Switch to FBX SDK 2018.1.1
+
+### FBX.Importer
+
+*   Optimize calculation of Quaternion from XYZ rotation keyframe.
+
+### Game
+
+*   Add the possibility to render the splash screen as a double view for VR games.
+
+### GameStudio
+
+*   Remove expiration
+
+### General
+
+*   Removed bunch of unused files and fixed some license headers
+
+### Graphics
+
+*   Add support for panorama 2D textures to skybox asset.
+*   Add ViewDimension property on Texture. Adjust code accordingly so that the engine behaves properly on View textures.
+*   Added a cast in SubsurfaceScatteringBlur.cs.
+*   Added a check to see if the MaterialIndices buffer is used before overwriting "allTargets\[1\]".
+*   Added a comment in MaterialHairLightAttenuationFunctionDirectional.xksl.
+*   Added a comment.
+*   Added a first version of the MeshHairRenderStageSelector class.
+*   Added an exception.
+*   Added comments.
+*   Added NotNull
+*   Added PCF for SSS thickness. Refactored the PCF code. Renamed "CalculateThickness()" to "FilterThickness()".
+*   Added some casts to fix shader errors.
+*   Added support for cavity & occlusion maps in the hair shading model.
+*   Added support for choosing which normals to use for the directional light attenuation for hair. Moved a computation from the GPU to the CPU.
+*   Added support for configuring the scattering kernel parameters. Refactored the scattering kernel generation.
+*   Added support for fake shadowing.
+*   Added support for per-material scattering kernels and scattering profiles.
+*   Added support for resizing the material array for the SSSS post process. Refactored the code.
+*   Added support for up to 256 scattering kernels in the SSS post-process by storing the kernels in a buffer.
+*   Added the missing multiplication by the diffuse color for the scattering.
+*   Added two editor-tunable (not yet integrated) parameters for the SSS transmittance.
+*   Baked a calculation into the SSS scattering kernel so it doesn't have to be executed in the post-process.
+*   Based the SSS shading model on the diffuse lambert one instead of the CelShading one. Removed redundant files.
+*   Cleaned up some spotlight code.
+*   Cleaned up the "SubsurfaceScatteringBlur" class.
+*   Cleaned up the SSS transmittance profile and scattering kernel generation code.
+*   Cleaned up the SSSS post-process shader.
+*   Correctly integrated the depth-stencil resolve for hair and transparent objects.
+*   Defined default values for properties and simplified the code.
+*   Fed the proper NdotL term into certain functions. Little refactoring. Applied shadows to the specular reflections.
+*   Finalized the indirect specular hair lighting for now.
+*   Fix 2D texture skybox shader compilation crash with graphics API level < 10
+*   Fix D3D12 build
+*   Fixed a bug causing the shadow map offset to be calculated incorrectly for certain light directions.
+*   Fixed a bug causing the shadow map pixel thickness streams variable not to be set.
+*   Fixed a bug in the SSS post-process which caused the scattering kernel to become distorted in non-square viewports.
+*   Fixed a bug inside of ShadowMapReceiverSpot.xksl.
+*   Fixed a bug which caused NaN with the Scheuermann approximation shading mode. Cleaned up and commented the hair shaders.
+*   Fixed a copy-paste error.
+*   Fixed a Mizuchi bug in the indirect hair lighting.
+*   Fixed back face rendering for opaque hair geometry. Removed debug code. Refactored the hair-specific code in MeshPipelineProcessor.
+*   Fixed new, minor shader compilation errors.
+*   Fixed some SSS thickness calculation artifacts by supply the correct, world space normals instead of object space normals.
+*   Fixed some stuff in the hair rendering code and cleaned it up.
+*   Fixed SSS thickness calculation for spotlights.
+*   Fixed the bug which causes the thickness to fade to 1.0 and not 0.0 at the border of shadow maps.
+*   Fixed the cavity map integration for the hair shading and removed the obsolete cavity parameter.
+*   Fixed the incorrect force to renderbuffer for all FBO attachments. Refactored the code.
+*   Fixed the issue with the constant buffers + mixins that are included multiple times per hair shader. Refactored the hair rendering code.
+*   Further cleaned up the SSSS shaders.
+*   Got rid of the circular dependency between SubsurfaceScatteringBlur and SubsurfaceScatteringRenderFeature.
+*   Hid the "Enabled" property of the MSAAResolver in a safer way.
+*   Implemented "FilterThickness()" for lights without PCF shadows.
+*   Implemented a debug mode for the hair shading.
+*   Implemented a list to choose different types of scattering profiles from for SSS (WIP).
+*   Implemented a more accurate offset for the SSS thickness filtering to greatly reduce the artifacts around object edges.
+*   Implemented a new extension point in "MaterialSurfaceLightingAndShading" and "IMaterialSurfaceShading".
+*   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)
+*   Added Video assembly to unit tests
+*   Ensure that the video file format is mp4 on windows.
+*   Fix #ifdef preprocessing instructions in ffmpeg files and make assembly graphics API dependant.
+*   Keep in sync with feature branch
+*   Strip away STEREO3D side_data information when present during video compilation on window.
+
+### Video/Audio
+
+*   Keep in sync with feature branch
+
+### VisualStudio
+
+*   Fix project references
+
+### VR
+
+*   Add implementation of Recenter for DummyDevice and OpenVR.
+*   Follow orientation sensor (courtesy of Pierre)
+
+### VSPackage
+
+*   Fix vsix build with new csproj system
+
+### Yaml.Tests
+
+*   Fix unit tests using EmbeddedResources