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-# Stride 4.0 Release Notes
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+# Stride 4.1 Release Notes
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-February 1st, 2021
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-## Highlights
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-### Xenko is now Stride!
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-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’.
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-Here is the new logo:
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-More details available on the [dedicated blog post](https://stride3d.net/blog/xenko-has-been-renamed-to-stride/)
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-### Voxel Cone Tracing GI
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-Thanks to a substantial contribution from Sean Boettger and sponsored by David Jeske, Stride now supports Voxel Cone Tracing GI!
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-Here it is in action:
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-<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>
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-As you can see, there are many customizations and settings available in the editor:
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-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).
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-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!
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-### .NET 5
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-Stride editor and toolchain is now running with .NET 5! Runtime has been working with .NET Core for a few versions already.
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-This allows us to have scripts and custom assets in a project targetting `.NET Standard 2.1` or `.NET 5`.
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-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:
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-The framework will also be displayed in the Game Studio toolbar for easier identification while both coexist.
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-.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/).
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-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.
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-### Flexible GPU Instancing
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-Aka geometry instancing. Thanks to another big community contribution sponsored by [vvvv](https://visualprogramming.net/), Stride now supports GPU instancing per model.
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-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:
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-* _EntityTransform_, uses the transformation of other entities with an Instance component. This allows you to add components like physics, audio, etc. to each instance.
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-* _UserArray_, for providing an array of matrices via script
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-* _UserBuffer_, for providing a structured buffer (GPU resource) of matrices via script
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-_UserArray_ and _UserBuffer_ even allow you to specify how the matrix is multiplied with the parent transformation.
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-It even works with skinning:
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-Picking individual instances in Game Studio works as well and selects the entity with the respective Instance component.
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-There are also two new entity templates for easy setup:
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-An example project that shows the new features can be found here: [StrideTransformationInstancing](https://github.com/tebjan/StrideTransformationInstancing)
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-### Graphics API: different selection mechanism + Vulkan improvements
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-There's been a big overhaul on Stride build system to make Graphics API selection work in a more future-proof way.
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-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.
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-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.
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-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.
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-
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-It's still a work in progress so expect more in future releases.
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-### Documentation & Tutorials
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-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).
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-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.
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-The C# beginner series should be fully recorded by the end of July 2020.
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-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:
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-### New Developers are Welcome!
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-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.
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-There are several good reasons to join us:
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-* Writing engine code in C# is fun and quite productive
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-* Stride users will work with what you create
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-* We are happy to help, should you get stuck
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-* You can learn a lot, the Stride code base is very professional and has high-quality standards
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-* An open-source contribution is a great addition to your portfolio
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-No matter whether you (or someone you know) can contribute documentation updates, UI improvements, bug fixes, or new rendering technologies, we welcome everyone!
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+TODO
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