Browse Source

Bumped to 4.1 and added release note skeleton

Virgile Bello 3 years ago
parent
commit
b497fc7273
4 changed files with 118 additions and 115 deletions
  1. 1 1
      build/deploy.ps1
  2. 114 0
      en/ReleaseNotes/ReleaseNotes-4.0.md
  3. 2 113
      en/ReleaseNotes/ReleaseNotes.md
  4. 1 1
      en/ReleaseNotes/index.md

+ 1 - 1
build/deploy.ps1

@@ -2,7 +2,7 @@ param ($deploymentProfile, $deploymentPassword)
 
 
 # This is the version used in the https://doc.stride3d.net/<version> url
 # This is the version used in the https://doc.stride3d.net/<version> url
 # Please update this if branching for a new release!
 # Please update this if branching for a new release!
-$version = "4.0"
+$version = "4.1"
 
 
 # Deploy doc on the target
 # Deploy doc on the target
 Write-Host Executing `'WAWSDeploy.exe ../stride_doc.zip $deploymentProfile /v /t $version /d /p XXXXXXXXXXXXX`'
 Write-Host Executing `'WAWSDeploy.exe ../stride_doc.zip $deploymentProfile /v /t $version /d /p XXXXXXXXXXXXX`'

+ 114 - 0
en/ReleaseNotes/ReleaseNotes-4.0.md

@@ -0,0 +1,114 @@
+# Stride 4.0 Release Notes
+
+February 1st, 2021
+
+## Highlights
+
+### Xenko is now Stride!
+
+The Xenko game engine has been renamed to Stride. From now on, all source code, blogs, and tutorials will use the name ‘Stride’ instead of ‘Xenko’.
+
+Here is the new logo:
+
+![Stride Logo](media/ReleaseNotes-4.0/stride-logo.png)
+
+More details available on the [dedicated blog post](https://stride3d.net/blog/xenko-has-been-renamed-to-stride/)
+
+### Voxel Cone Tracing GI
+
+Thanks to a substantial contribution from Sean Boettger and sponsored by David Jeske, Stride now supports Voxel Cone Tracing GI!
+
+Here it is in action:
+
+<iframe width="560" height="315" src="https://www.youtube.com/embed/AZytf15FRks" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
+
+As you can see, there are many customizations and settings available in the editor:
+
+![Voxel Cone Tracing GI](media/ReleaseNotes-4.0/voxelgi.jpg)
+
+There's a documentation page explaining [how to set up the project with Voxel Cone Tracing GI](../manual/graphics/lights-and-shadows/voxel-cone-tracing-gi.html).
+
+Here's the original [forum post](https://forums.stride3d.net/t/voxel-gi-implementation/1947) and [pull request](https://github.com/stride3d/stride/pull/583). Thanks again for this great contribution!
+
+### .NET 5
+
+Stride editor and toolchain is now running with .NET 5! Runtime has been working with .NET Core for a few versions already.
+
+This allows us to have scripts and custom assets in a project targetting `.NET Standard 2.1` or `.NET 5`.
+
+If you have scripts or custom assets in a .NET Framework project rather than a .NET Standard project, you can still choose between `.NET 5` and `.NET Framework` within the launcher:
+
+![Framework selection in launcher](media/ReleaseNotes-4.0/launcher-net5.png)
+
+The framework will also be displayed in the Game Studio toolbar for easier identification while both coexist.
+
+.NET Framework version can be considered deprecated and will likely be removed in a future release (likely 4.1) to allow us to take full advantage of [C# 8.0](https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-8) and soon-to-come [C# 9.0](https://devblogs.microsoft.com/dotnet/welcome-to-c-9-0/).
+
+We also expect dropping .NET Framework and supporting only .NET 5 will greatly simplify our installation process since we won't depend on specific workloads or packages of Visual Studio being installed anymore. This was a recurring issue with our users.
+
+### Flexible GPU Instancing
+
+Aka geometry instancing. Thanks to another big community contribution sponsored by [vvvv](https://visualprogramming.net/), Stride now supports GPU instancing per model.
+
+![Instancing Header](media/ReleaseNotes-4.0/instancing-header.jpg)
+
+The nice thing about it is, that it plays together with the entity-component system: Simply add an Instancing component to an entity with a model. Then you can choose between 3 ways of how you generate the instances:
+
+* _EntityTransform_, uses the transformation of other entities with an Instance component. This allows you to add components like physics, audio, etc. to each instance.
+* _UserArray_, for providing an array of matrices via script
+* _UserBuffer_, for providing a structured buffer (GPU resource) of matrices via script
+
+![Instancing Types](media/ReleaseNotes-4.0/instancing-types.png)
+
+_UserArray_ and _UserBuffer_ even allow you to specify how the matrix is multiplied with the parent transformation.
+
+It even works with skinning:
+
+![Instancing Skinning](media/ReleaseNotes-4.0/instancing-skinning.jpg)
+
+Picking individual instances in Game Studio works as well and selects the entity with the respective Instance component.
+
+There are also two new entity templates for easy setup:
+
+![Instancing Templates](media/ReleaseNotes-4.0/instancing-templates.png)
+
+An example project that shows the new features can be found here: [StrideTransformationInstancing](https://github.com/tebjan/StrideTransformationInstancing)
+
+
+### Graphics API: different selection mechanism + Vulkan improvements
+
+There's been a big overhaul on Stride build system to make Graphics API selection work in a more future-proof way.
+
+It was previously relying on the custom `RuntimeIdentifier` being set in the solution. This didn't work very well because it was completely orthogonal to the existing `RuntimeIdentifier`, and sometimes not having good fallbacks.
+
+From now on, the user project will use `StrideGraphicsApi` in the `.csproj` project file to specify the graphics API. We hope to expose this in the editor later.
+
+We also took the opportunity to improve the state of Vulkan renderer (thanks to a switch to [Vortice.Vulkan bindings](https://github.com/amerkoleci/Vortice.Vulkan) from [Amer Koleci](https://github.com/amerkoleci)) and automatize graphics unit tests, currently running for D3D11 and Vulkan. 
+
+It's still a work in progress so expect more in future releases.
+
+### Documentation & Tutorials
+
+The first 10 C# beginner tutorials are recorded and uploaded to the official Stride Youtube channel. You check out [the playlist here](https://www.youtube.com/playlist?list=PLRZx2y7uC8mNySUMfOQf-TLNVnnHkLfPi). 
+
+![Youtube Playlist](media/ReleaseNotes-4.0/doc-playlist.jpg)
+
+These videos are the video equivalent of the existing [online documentation](../tutorials/csharpbeginner/index.html) for the C# beginner template tutorials and the 'new project' template when creating a new project from the Stride launcher.
+
+The C# beginner series should be fully recorded by the end of July 2020. 
+After those videos are done, Jorn will put his focus on the C# Intermediate project template. Here a is work in progress screenshot on the raycasting tutorial:
+
+![Raycast tutorial](media/ReleaseNotes-4.0/doc-raycast-tutorial.jpg)
+
+### New Developers are Welcome!
+The Stride GitHub repository has more closed pull requests than open issues. This is a good sign! But in order to move faster and adapt to new technologies, we would be very happy to see more new talents in our friendly and professional developer community.
+
+There are several good reasons to join us:
+
+* Writing engine code in C# is fun and quite productive
+* Stride users will work with what you create
+* We are happy to help, should you get stuck
+* You can learn a lot, the Stride code base is very professional and has high-quality standards
+* An open-source contribution is a great addition to your portfolio
+
+No matter whether you (or someone you know) can contribute documentation updates, UI improvements, bug fixes, or new rendering technologies, we welcome everyone!

+ 2 - 113
en/ReleaseNotes/ReleaseNotes.md

@@ -1,114 +1,3 @@
-# Stride 4.0 Release Notes
+# Stride 4.1 Release Notes
 
 
-February 1st, 2021
-
-## Highlights
-
-### Xenko is now Stride!
-
-The Xenko game engine has been renamed to Stride. From now on, all source code, blogs, and tutorials will use the name ‘Stride’ instead of ‘Xenko’.
-
-Here is the new logo:
-
-![Stride Logo](media/ReleaseNotes-4.0/stride-logo.png)
-
-More details available on the [dedicated blog post](https://stride3d.net/blog/xenko-has-been-renamed-to-stride/)
-
-### Voxel Cone Tracing GI
-
-Thanks to a substantial contribution from Sean Boettger and sponsored by David Jeske, Stride now supports Voxel Cone Tracing GI!
-
-Here it is in action:
-
-<iframe width="560" height="315" src="https://www.youtube.com/embed/AZytf15FRks" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
-
-As you can see, there are many customizations and settings available in the editor:
-
-![Voxel Cone Tracing GI](media/ReleaseNotes-4.0/voxelgi.jpg)
-
-There's a documentation page explaining [how to set up the project with Voxel Cone Tracing GI](../manual/graphics/lights-and-shadows/voxel-cone-tracing-gi.html).
-
-Here's the original [forum post](https://forums.stride3d.net/t/voxel-gi-implementation/1947) and [pull request](https://github.com/stride3d/stride/pull/583). Thanks again for this great contribution!
-
-### .NET 5
-
-Stride editor and toolchain is now running with .NET 5! Runtime has been working with .NET Core for a few versions already.
-
-This allows us to have scripts and custom assets in a project targetting `.NET Standard 2.1` or `.NET 5`.
-
-If you have scripts or custom assets in a .NET Framework project rather than a .NET Standard project, you can still choose between `.NET 5` and `.NET Framework` within the launcher:
-
-![Framework selection in launcher](media/ReleaseNotes-4.0/launcher-net5.png)
-
-The framework will also be displayed in the Game Studio toolbar for easier identification while both coexist.
-
-.NET Framework version can be considered deprecated and will likely be removed in a future release (likely 4.1) to allow us to take full advantage of [C# 8.0](https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-8) and soon-to-come [C# 9.0](https://devblogs.microsoft.com/dotnet/welcome-to-c-9-0/).
-
-We also expect dropping .NET Framework and supporting only .NET 5 will greatly simplify our installation process since we won't depend on specific workloads or packages of Visual Studio being installed anymore. This was a recurring issue with our users.
-
-### Flexible GPU Instancing
-
-Aka geometry instancing. Thanks to another big community contribution sponsored by [vvvv](https://visualprogramming.net/), Stride now supports GPU instancing per model.
-
-![Instancing Header](media/ReleaseNotes-4.0/instancing-header.jpg)
-
-The nice thing about it is, that it plays together with the entity-component system: Simply add an Instancing component to an entity with a model. Then you can choose between 3 ways of how you generate the instances:
-
-* _EntityTransform_, uses the transformation of other entities with an Instance component. This allows you to add components like physics, audio, etc. to each instance.
-* _UserArray_, for providing an array of matrices via script
-* _UserBuffer_, for providing a structured buffer (GPU resource) of matrices via script
-
-![Instancing Types](media/ReleaseNotes-4.0/instancing-types.png)
-
-_UserArray_ and _UserBuffer_ even allow you to specify how the matrix is multiplied with the parent transformation.
-
-It even works with skinning:
-
-![Instancing Skinning](media/ReleaseNotes-4.0/instancing-skinning.jpg)
-
-Picking individual instances in Game Studio works as well and selects the entity with the respective Instance component.
-
-There are also two new entity templates for easy setup:
-
-![Instancing Templates](media/ReleaseNotes-4.0/instancing-templates.png)
-
-An example project that shows the new features can be found here: [StrideTransformationInstancing](https://github.com/tebjan/StrideTransformationInstancing)
-
-
-### Graphics API: different selection mechanism + Vulkan improvements
-
-There's been a big overhaul on Stride build system to make Graphics API selection work in a more future-proof way.
-
-It was previously relying on the custom `RuntimeIdentifier` being set in the solution. This didn't work very well because it was completely orthogonal to the existing `RuntimeIdentifier`, and sometimes not having good fallbacks.
-
-From now on, the user project will use `StrideGraphicsApi` in the `.csproj` project file to specify the graphics API. We hope to expose this in the editor later.
-
-We also took the opportunity to improve the state of Vulkan renderer (thanks to a switch to [Vortice.Vulkan bindings](https://github.com/amerkoleci/Vortice.Vulkan) from [Amer Koleci](https://github.com/amerkoleci)) and automatize graphics unit tests, currently running for D3D11 and Vulkan. 
-
-It's still a work in progress so expect more in future releases.
-
-### Documentation & Tutorials
-
-The first 10 C# beginner tutorials are recorded and uploaded to the official Stride Youtube channel. You check out [the playlist here](https://www.youtube.com/playlist?list=PLRZx2y7uC8mNySUMfOQf-TLNVnnHkLfPi). 
-
-![Youtube Playlist](media/ReleaseNotes-4.0/doc-playlist.jpg)
-
-These videos are the video equivalent of the existing [online documentation](../tutorials/csharpbeginner/index.html) for the C# beginner template tutorials and the 'new project' template when creating a new project from the Stride launcher.
-
-The C# beginner series should be fully recorded by the end of July 2020. 
-After those videos are done, Jorn will put his focus on the C# Intermediate project template. Here a is work in progress screenshot on the raycasting tutorial:
-
-![Raycast tutorial](media/ReleaseNotes-4.0/doc-raycast-tutorial.jpg)
-
-### New Developers are Welcome!
-The Stride GitHub repository has more closed pull requests than open issues. This is a good sign! But in order to move faster and adapt to new technologies, we would be very happy to see more new talents in our friendly and professional developer community.
-
-There are several good reasons to join us:
-
-* Writing engine code in C# is fun and quite productive
-* Stride users will work with what you create
-* We are happy to help, should you get stuck
-* You can learn a lot, the Stride code base is very professional and has high-quality standards
-* An open-source contribution is a great addition to your portfolio
-
-No matter whether you (or someone you know) can contribute documentation updates, UI improvements, bug fixes, or new rendering technologies, we welcome everyone!
+TODO

+ 1 - 1
en/ReleaseNotes/index.md

@@ -5,4 +5,4 @@ _navPath: toc.html
 _navRel: ../toc.html
 _navRel: ../toc.html
 _tocTitle: 'ReleaseNotes'
 _tocTitle: 'ReleaseNotes'
 ---
 ---
-[!include[Release Notes 3.1](ReleaseNotes.md)]
+[!include[Release Notes 4.1](ReleaseNotes.md)]