Browse Source

Initial commit

Vaclav Elias 2 years ago
commit
b5109e4263
100 changed files with 6109 additions and 0 deletions
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      .gitattributes
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      .github/workflows/github-pages.yml
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      .github/workflows/main-folder-check.yml
  4. 84 0
      .github/workflows/stride-docs-staging-azure.yml
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      .github/workflows/stride-docs-staging-fast-track-azure.yml
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      .github/workflows/stride-docs-wiki.yml
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      .gitignore
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      BuildDocs.ps1
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      LICENSE
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      OldDocsFix.ps1
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      Program.cs
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      Properties/launchSettings.json
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      README.md
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      Stride.Docs.csproj
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      Stride.Docs.csproj.user
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      Stride.Docs.sln
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      appsettings.Development.json
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      appsettings.json
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      build-all.bat
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+ 21 - 0
.gitattributes

@@ -0,0 +1,21 @@
+# Auto detect text files and perform LF normalization
+* text=auto
+*.mp4 filter=lfs diff=lfs merge=lfs -text
+*.psd filter=lfs diff=lfs merge=lfs -text
+*.zip filter=lfs diff=lfs merge=lfs -text
+*.pdn filter=lfs diff=lfs merge=lfs -text
+*.jpg filter=lfs diff=lfs merge=lfs -text
+*.png filter=lfs diff=lfs merge=lfs -text
+*.gif filter=lfs diff=lfs merge=lfs -text
+*.stg filter=lfs diff=lfs merge=lfs -text
+*.exe filter=lfs diff=lfs merge=lfs -text
+*.7z filter=lfs diff=lfs merge=lfs -text
+*.dll filter=lfs diff=lfs merge=lfs -text
+*.ppt filter=lfs diff=lfs merge=lfs -text
+*.pptx filter=lfs diff=lfs merge=lfs -text
+*.xls filter=lfs diff=lfs merge=lfs -text
+*.xslx filter=lfs diff=lfs merge=lfs -text
+*.doc filter=lfs diff=lfs merge=lfs -text
+*.docx filter=lfs diff=lfs merge=lfs -text
+*.webp filter=lfs diff=lfs merge=lfs -text
+*.vsdx filter=lfs diff=lfs merge=lfs -text

+ 52 - 0
.github/workflows/github-pages.yml

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+name: Build Stride Docs - Staging - GitHub
+on:
+  # push:
+  #   branches:
+  #     - main
+  #   paths-ignore:
+  #     - 'README.md'
+  #     - 'BuildDocs.ps1'
+  #     - 'wiki/**'
+  #     - '.github/**'
+  workflow_dispatch:
+
+jobs:
+  publish-docs:
+    runs-on: windows-2022
+    steps:
+    #- name: Display .NET Core information
+    #  run: dotnet --info
+
+    - name: Dotnet Setup
+      uses: actions/setup-dotnet@v3
+      with:
+        dotnet-version: 6.x
+
+    - name: Checkout Stride Docs
+      uses: actions/checkout@v3
+      with:
+        path: stride-docs
+
+    - name: Checkout Stride (note the LFS)
+      uses: actions/checkout@v3
+      with:
+        repository: stride3d/stride
+        token: ${{ secrets.GITHUB_TOKEN }}
+        path: stride
+        lfs: true
+
+    # - name: Copy global.json file
+    #   run: xcopy stride-docs\global.json . /Y
+
+    - run: dotnet tool update -g docfx
+#    - run: dotnet tool install -g docfx --version 2.65.1
+
+    - name: Build documentation
+      run: ./build-all.bat
+      working-directory: stride-docs
+
+    - name: Deploy
+      uses: peaceiris/actions-gh-pages@v3
+      with:
+        github_token: ${{ secrets.GITHUB_TOKEN }}
+        publish_dir: stride-docs/_site

+ 11 - 0
.github/workflows/main-folder-check.yml

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+name: Paths check
+on:
+  workflow_dispatch:
+
+jobs:
+  publish-docs:
+    runs-on: windows-2022
+    steps:
+      - name: Check .NET Framework version
+        run: |
+          reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP" /s | findstr /i version

+ 84 - 0
.github/workflows/stride-docs-staging-azure.yml

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+# Docs for the Azure Web Apps Deploy action: https://github.com/Azure/webapps-deploy
+# More GitHub Actions for Azure: https://github.com/Azure/actions
+
+name: Build Stride Docs for Azure Web App Staging
+
+on:
+  push:
+    branches:
+      - staging
+    paths-ignore:
+      - 'README.md'
+      - 'BuildDocs.ps1'
+      - 'wiki/**'
+      - .gitignore
+      - '.github/**'
+  workflow_dispatch:
+
+jobs:
+  build:
+    runs-on: windows-2022
+
+    steps:
+    - name: Dotnet Setup
+      uses: actions/setup-dotnet@v3
+      with:
+        dotnet-version: 6.x
+
+    - name: Checkout Stride Docs
+      uses: actions/checkout@v3
+      with:
+        path: stride-docs
+
+    - name: Checkout Stride (note the LFS)
+      uses: actions/checkout@v3
+      with:
+        repository: stride3d/stride
+        token: ${{ secrets.GITHUB_TOKEN }}
+        path: stride
+        lfs: true
+
+    - name: Install DocFX
+      run: dotnet tool update -g docfx
+#      - run: dotnet tool install -g docfx --version 2.65.1
+
+    - name: Build documentation
+      run: ./build-all.bat
+      working-directory: stride-docs
+
+    - name: Compress artifact
+      run: 7z a -r DocFX-app.zip ./stride-docs/_site/*
+
+    - name: Upload artifact for deployment job
+      uses: actions/upload-artifact@v3
+      with:
+        name: DocFX-app
+        path: DocFX-app.zip
+
+  deploy:
+    runs-on: windows-2022
+    needs: build
+    environment:
+      name: 'Production'
+      url: ${{ steps.deploy-to-webapp.outputs.webapp-url }}
+
+    steps:
+      - name: Download artifact from build job
+        uses: actions/download-artifact@v3
+        with:
+          name: DocFX-app
+
+      # - name: List current directory
+      #   run: ls
+
+      - name: Decompress artifact
+        run: 7z x DocFX-app.zip "-o./stride-docs/_site"
+
+      - name: Deploy to Azure Web App
+        id: deploy-to-webapp
+        uses: azure/webapps-deploy@v2
+        with:
+          app-name: 'stride-doc'
+          slot-name: 'staging'
+          publish-profile: ${{ secrets.AZUREAPPSERVICE_PUBLISHPROFILE_32FCD402B970463A9143B24C9B225749 }}
+          package: ./stride-docs/_site

+ 58 - 0
.github/workflows/stride-docs-staging-fast-track-azure.yml

@@ -0,0 +1,58 @@
+# Docs for the Azure Web Apps Deploy action: https://github.com/Azure/webapps-deploy
+# More GitHub Actions for Azure: https://github.com/Azure/actions
+
+name: Build Stride Docs (Fast Track) for Azure Web App Staging
+
+on:
+  # push:
+  #   branches:
+  #     - main
+  #   paths-ignore:
+  #     - 'README.md'
+  #     - 'BuildDocs.ps1'
+  #     - 'wiki/**'
+  #     - .gitignore
+  #     - '.github/**'
+  workflow_dispatch:
+
+jobs:
+  build-deploy:
+    runs-on: windows-2022
+    environment:
+      name: 'Production'
+
+    steps:
+    - name: Dotnet Setup
+      uses: actions/setup-dotnet@v3
+      with:
+        dotnet-version: 6.x
+
+    - name: Checkout Stride Docs
+      uses: actions/checkout@v3
+      with:
+        path: stride-docs
+
+    - name: Checkout Stride (note the LFS)
+      uses: actions/checkout@v3
+      with:
+        repository: stride3d/stride
+        token: ${{ secrets.GITHUB_TOKEN }}
+        path: stride
+        lfs: true
+
+    - name: Install DocFX
+      run: dotnet tool update -g docfx
+#      - run: dotnet tool install -g docfx --version 2.65.1
+
+    - name: Build documentation
+      run: ./build-all.bat
+      working-directory: stride-docs
+
+    - name: Deploy to Azure Web App
+      id: deploy-to-webapp
+      uses: azure/webapps-deploy@v2
+      with:
+          app-name: 'stride-doc'
+          slot-name: 'staging'
+          publish-profile: ${{ secrets.AZUREAPPSERVICE_PUBLISHPROFILE_32FCD402B970463A9143B24C9B225749 }}
+          package: ./stride-docs/_site

+ 25 - 0
.github/workflows/stride-docs-wiki.yml

@@ -0,0 +1,25 @@
+name: Publish to GitHub Wiki
+on:
+  push:
+    branches:
+      - main
+    paths:
+      - wiki/**
+  workflow_dispatch:
+
+jobs:
+  build:
+    # if: github.repository == 'stride3d/stride-docs'
+    runs-on: ubuntu-latest
+
+    steps:
+     - uses: actions/checkout@v3
+     - name: Upload Wiki pages
+       uses: docker://decathlon/wiki-page-creator-action:2.0.1
+       env:
+         GH_PAT: ${{ secrets.GH_PAT }}
+         ACTION_MAIL: [email protected]
+         ACTION_NAME: VaclavElias
+         OWNER: VaclavElias
+         REPO_NAME: stride-docs-next
+         MD_FOLDER: wiki

+ 366 - 0
.gitignore

@@ -0,0 +1,366 @@
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.rsuser
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Mono auto generated files
+mono_crash.*
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+[Ww][Ii][Nn]32/
+[Aa][Rr][Mm]/
+[Aa][Rr][Mm]64/
+bld/
+[Bb]in/
+[Oo]bj/
+[Oo]ut/
+[Ll]og/
+[Ll]ogs/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUnit
+*.VisualState.xml
+TestResult.xml
+nunit-*.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# ASP.NET Scaffolding
+ScaffoldingReadMe.txt
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_h.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*_wpftmp.csproj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Coverlet is a free, cross platform Code Coverage Tool
+coverage*.json
+coverage*.xml
+coverage*.info
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# NuGet Symbol Packages
+*.snupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+*.appxbundle
+*.appxupload
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!?*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+*- [Bb]ackup.rdl
+*- [Bb]ackup ([0-9]).rdl
+*- [Bb]ackup ([0-9][0-9]).rdl
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# CodeRush personal settings
+.cr/personal
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# Local History for Visual Studio
+.localhistory/
+
+# BeatPulse healthcheck temp database
+healthchecksdb
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+MigrationBackup/
+
+# Ionide (cross platform F# VS Code tools) working folder
+.ionide/
+
+# Fody - auto-generated XML schema
+FodyWeavers.xsd
+
+_site
+jp_tmp/*

+ 488 - 0
BuildDocs.ps1

@@ -0,0 +1,488 @@
+<#
+.SYNOPSIS
+    This script builds documentation (manuals, tutorials, release notes) in selected language(s) from the languages.json file and optionally includes API documentation.
+.DESCRIPTION
+    The script allows the user to build documentation in English or any other available language specified in the languages.json file. It provides options to build documentation in all available languages, run a local website for the documentation, or cancel the operation. If the user chooses to build the documentation, the script also prompts whether API documentation should be included.
+.NOTES
+    The documentation files are expected to be in Markdown format (.md). The script uses the DocFX tool to build the documentation and optionally includes API documentation. The script generates the API documentation from C# source files using DocFX metadata and can run a local website using the DocFX serve command. This script can also be run from GitHub Actions.
+.LINK
+    https://github.com/VaclavElias/stride-website-next
+.LINK
+    https://github.com/VaclavElias/stride-docs-next/blob/main/en/languages.json
+.LINK
+    https://dotnet.github.io/docfx/index.html
+.PARAMETER BuildAll
+    Switch parameter. If provided, the script will build documentation in all available languages and include API documentation.
+.PARAMETER Version
+    The Version to build the Docs, the default is the latest version
+.EXAMPLE
+    .\BuildDocs.ps1 -BuildAll
+    In this example, the script will build the documentation in all available languages and include API documentation. Use this in GitHub Actions.
+.EXAMPLE
+    .\BuildDocs.ps1
+    In this example, the script will prompt the user to select an operation and an optional language. If the user chooses to build the documentation, the script will also ask if they want to include API documentation.
+#>
+
+param (
+    [switch]$BuildAll,
+    [ArgumentCompleter({
+        [OutputType([System.Management.Automation.CompletionResult])]
+        param([string] $CommandName,[string] $ParameterName,[string] $WordToComplete,[System.Management.Automation.Language.CommandAst] $CommandAst,[System.Collections.IDictionary] $FakeBoundParameters)
+        return (Get-Content $PSScriptRoot\versions.json -Encoding UTF8 | ConvertFrom-Json).versions
+    })]
+    $Version = $((Get-Content $PSScriptRoot\versions.json -Encoding UTF8 | ConvertFrom-Json).versions | Sort-Object -Descending | Select-Object -First 1)
+)
+
+$Settings = [PSCustomObject]@{
+    Version = $Version
+    SiteDirectory = "_site/$Version"
+    LocalTestHostUrl = "http://localhost:8080/$Version/en/index.html"
+    LanguageJsonPath = "en\languages.json"
+    LogPath = ".\build.log"
+    TempDirectory = "_tmp"
+    WebDirectory = "_site"
+    IndexFileName = "index.md"
+    ManualFolderName = "manual"
+    DocsUrl = "https://doc.stride3d.net"
+}
+
+# To Do fix, GitHub references, fix sitemap links to latest/en/
+
+function Read-LanguageConfigurations {
+    return Get-Content $Settings.LanguageJsonPath -Encoding UTF8 | ConvertFrom-Json
+}
+
+function Get-UserInput {
+    Write-Host ""
+    Write-Host -ForegroundColor Cyan "Please select an option:"
+    Write-Host ""
+    Write-Host -ForegroundColor Yellow "  [en] Build English documentation"
+    foreach ($lang in $languages) {
+        if ($lang.Enabled -and -not $lang.IsPrimary) {
+            Write-Host -ForegroundColor Yellow "  [$($lang.Code)] Build $($lang.Name) documentation"
+        }
+    }
+    Write-Host -ForegroundColor Yellow "  [all] Build documentation in all available languages"
+    Write-Host -ForegroundColor Yellow "  [r] Run local website"
+    Write-Host -ForegroundColor Yellow "  [c] Cancel"
+    Write-Host ""
+    $validOptions = @('all', 'r', 'c') + $($languages | Select-Object -ExpandProperty Code)
+
+    while($true)
+    {
+        $userChoice = Read-Host -Prompt "Your choice"
+        if($validOptions -contains $userChoice)
+        {
+            return $userChoice.ToLower()
+        }
+    }
+    Write-Error "No valid Choice was given."
+}
+
+function Ask-IncludeAPI {
+    Write-Host ""
+    Write-Host -ForegroundColor Cyan "Do you want to include API?"
+    Write-Host ""
+    Write-Host -ForegroundColor Yellow "  [Y] Yes"
+    Write-Host -ForegroundColor Yellow "  [N] No"
+    Write-Host ""
+
+    return (Read-Host -Prompt "Your choice (Y/N)").ToLower() -eq "y"
+}
+
+function Copy-ExtraItems {
+
+    Write-Host -ForegroundColor Yellow "Copying versions.json into $($Settings.WebDirectory)/"
+    Write-Host ""
+    Copy-Item versions.json "$($Settings.WebDirectory)/"
+
+    Write-Host -ForegroundColor Yellow "Copying web.config into $($Settings.WebDirectory)/"
+    Write-Host ""
+    Copy-Item web.config "$($Settings.WebDirectory)/"
+
+    Write-Host -ForegroundColor Yellow "Updating web.config"
+    Write-Host ""
+
+    $webConfig = "$($Settings.WebDirectory)/web.config"
+
+    $content = Get-Content $webConfig -Encoding UTF8
+
+    $content = $content -replace "%deployment_version%", $Settings.Version
+
+    $content | Set-Content -Encoding UTF8 $webConfig
+
+    Write-Host -ForegroundColor Green "Updating web.config completed."
+    Write-Host ""
+
+    # Do we need this?
+    # Copy-Item en/ReleaseNotes/ReleaseNotes.md "$($Settings.SiteDirectory)/en/ReleaseNotes/"
+}
+
+function Start-LocalWebsite {
+    Write-Host -ForegroundColor Green "Running local website..."
+    Write-Host -ForegroundColor Green "Navigate manually to non English website, if you didn't build English documentation."
+    Stop-Transcript
+    New-Item -ItemType Directory -Verbose -Force -Path $Settings.WebDirectory | Out-Null
+    Set-Location $Settings.WebDirectory
+    Start-Process -FilePath $Settings.LocalTestHostUrl
+    docfx serve
+    Set-Location ..
+}
+
+function Generate-APIDoc {
+    Write-Host -ForegroundColor Green "Generating API documentation..."
+
+    Write-Host ""
+
+    # Build metadata from C# source, docfx runs dotnet restore
+    docfx metadata en/docfx.json | Write-Host
+
+    return $LastExitCode
+}
+
+function Remove-APIDoc {
+    Write-Host ""
+    Write-Host -ForegroundColor Green "Erasing API documentation..."
+    $APIDocPath = "en/api/.manifest"
+    if (Test-Path $APIDocPath) {
+        Remove-Item en/api/*yml -recurse -Verbose
+        Remove-Item $APIDocPath -Verbose
+    } else{
+        Write-Warning "Could not delete APIDoc. The Path $APIDocPath does not exist or is not valid."
+    }
+}
+
+function Build-EnglishDoc {
+
+    $outputDirectory = "$($Settings.SiteDirectory)/en"
+
+    Write-Host -ForegroundColor Yellow "Start building English documentation. Output: $($outputDirectory)"
+
+    Write-Host ""
+
+    # Output to both build.log and console
+    docfx build en/docfx.json -o $outputDirectory | Write-Host
+
+    return $LastExitCode
+}
+
+function Build-NonEnglishDoc {
+    param (
+        $SelectedLanguage
+    )
+
+    if ($SelectedLanguage -and $SelectedLanguage.Code -ne 'en') {
+
+        Write-Host -ForegroundColor Yellow "Start building $($SelectedLanguage.Name) documentation."
+
+        $langFolder = "$($SelectedLanguage.Code)$($Settings.TempDirectory)"
+
+        if(Test-Path $langFolder){
+            Remove-Item $langFolder/* -recurse -Verbose
+        }
+        else{
+            $discard = New-Item -Path $langFolder -ItemType Directory -Verbose
+        }
+
+        # Copy all files from en folder to the selected language folder, this way we can keep en files that are not translated
+        Copy-Item en/* -Recurse $langFolder -Force
+
+        # Get all translated files from the selected language folder
+        $files = Get-ChildItem "$langFolder/$($Settings.ManualFolderName)/*.md" -Recurse -Force
+
+        Write-Host "Start write files:"
+
+        # Mark files as not translated if they are not in the toc.md file
+        foreach ($file in $files)
+        {
+            if($file.ToString().Contains("toc.md")) {
+                continue;
+            }
+
+            $data = Get-Content $file -Encoding UTF8
+            for ($i = 0; $i -lt $data.Length; $i++)
+            {
+                $line = $data[$i];
+                if ($line.length -le 0)
+                {
+                    Write-Host $file
+
+                    $data[$i]="> [!WARNING]`r`n> " + $SelectedLanguage.NotTranslatedMessage + "`r`n"
+
+                    $data | Out-File -Encoding UTF8 $file
+
+                    break
+                }
+            }
+        }
+
+        Write-Host "End write files"
+        $indexFile = $Settings.IndexFileName
+
+        # overwrite en manual page with translated manual page
+        if (Test-Path ($SelectedLanguage.Code + "/" + $indexFile)) {
+            Copy-Item ($SelectedLanguage.Code + "/" + $indexFile) $langFolder -Force
+        }
+        else {
+            Write-Warning "$($SelectedLanguage.Code)/"+ $indexFile +" not found. English version will be used."
+        }
+
+        # overwrite en manual pages with translated manual pages
+        if (Test-Path ($SelectedLanguage.Code + "/" + $Settings.ManualFolderName)) {
+            Copy-Item ($SelectedLanguage.Code + "/" + $Settings.ManualFolderName) -Recurse -Destination $langFolder -Force
+        }
+        else {
+            Write-Warning "$($SelectedLanguage.Code)/$($Settings.ManualFolderName) not found."
+        }
+
+        # we copy the docfx.json file from en folder to the selected language folder, so we can keep the same settings and maitain just one docfx.json file
+        Copy-Item en/docfx.json $langFolder -Force
+
+        $SiteDir = $Settings.SiteDirectory
+
+        # we replace the en folder with the selected language folder in the docfx.json file
+        (Get-Content $langFolder/docfx.json) -replace "$SiteDir/en","$SiteDir/$($SelectedLanguage.Code)" | Set-Content -Encoding UTF8 $langFolder/docfx.json
+
+        $outputDirectory = "$($Settings.SiteDirectory)/$($SelectedLanguage.Code)"
+
+        docfx build $langFolder/docfx.json -o $outputDirectory | Write-Host
+
+        if (!$BuildAll) {
+            Remove-Item $langFolder -Recurse -Verbose
+        }
+
+        PostProcessing-DocFxDocUrl -SelectedLanguage $SelectedLanguage
+
+        Write-Host -ForegroundColor Green "$($SelectedLanguage.Name) documentation built."
+
+        return $LastExitCode
+    }
+}
+
+function Build-AllLanguagesDocs {
+    param (
+        [array]$Languages
+    )
+
+    foreach ($lang in $Languages) {
+        if ($lang.Enabled -and -not $lang.IsPrimary) {
+
+            Build-NonEnglishDoc -SelectedLanguage $lang
+
+            if ($exitCode -ne 0)
+            {
+                Write-Error "Failed to build $($SelectedLanguage.Name) documentation. ExitCode: $exitCode"
+                Stop-Transcript
+                return $exitCode
+            }
+        }
+    }
+}
+
+function PostProcessing-DocFxDocUrl {
+<#
+.SYNOPSIS
+    DocFX generates GitHub link based on the temp _tmp folder, which we need to fix to correct GitHub links. This function performs the needed adjustments.
+.DESCRIPTION
+    This function takes a selected language as input and iterates through the relevant HTML and markdown files. It corrects the meta tag "docfx:docurl" and anchor tags to reflect the correct GitHub URL by replacing the temporary folder path.
+.PARAMETER SelectedLanguage
+    The Language to find the relevant HTML and markdown Files
+.NOTES
+    1. This function assumes that the folder structure and naming conventions meet the specified conditions.
+    2. Progress is displayed interactively, and is suppressed in non-interactive sessions such as CI/CD pipelines.
+#>
+    param (
+        $SelectedLanguage
+    )
+
+    $translatedFiles = Get-ChildItem "$($SelectedLanguage.Code)/*.md" -Recurse -Force
+
+    # Get a list of all HTML files in the _site/<language> directory
+    $htmlFiles = Get-ChildItem "$($Settings.SiteDirectory)/$($SelectedLanguage.Code)/*.html" -Recurse
+
+    # Get the relative paths of the translated files
+    $relativeTranslatedFilesPaths = $translatedFiles | ForEach-Object { $_.FullName.Replace((Resolve-Path $SelectedLanguage.Code).Path + '\', '') }
+
+    Write-Host -ForegroundColor Yellow "Post-processing docfx:docurl in $($htmlFiles.Count) files..."
+
+    for ($i = 0; $i -lt $htmlFiles.Count; $i++) {
+        $htmlFile = $htmlFiles[$i]
+        # Get the relative path of the HTML file
+        $relativeHtmlPath = $htmlFile.FullName.Replace((Resolve-Path "$($Settings.SiteDirectory)/$($SelectedLanguage.Code)").Path + '\', '').Replace('.html', '.md')
+
+        # Read the content of the HTML file
+        $content = Get-Content $htmlFile
+
+        # Define a regex pattern to match the meta tag with name="docfx:docurl"
+        $pattern = '(<meta name="docfx:docurl" content=".*?)(/' + $SelectedLanguage.Code + $Settings.TempDirectory+ '/)(.*?">)'
+
+        # Define a regex pattern to match the href attribute in the <a> tags
+        $pattern2 = '(<a href=".*?)(/' + $SelectedLanguage.Code + $Settings.TempDirectory + '/)(.*?">)'
+
+        # Check if the HTML file is from the $translatedFiles collection, if so, we will update the path to the
+        # existing file in GitHub
+        if ($relativeTranslatedFilesPaths -contains $relativeHtmlPath) {
+            # Replace /<language>_tmp/ with /<language>/ in the content
+            $content = $content -replace $pattern, "`${1}/$($SelectedLanguage.Code)/`${3}"
+            $content = $content -replace $pattern2, "`${1}/$($SelectedLanguage.Code)/`${3}"
+        } else {
+            # Replace /<language>_tmp/ with /en/ in the content
+            $content = $content -replace $pattern, '${1}/en/${3}'
+            $content = $content -replace $pattern2, '${1}/en/${3}'
+        }
+
+        # Write the updated content back to the HTML file
+        $content | Set-Content -Encoding UTF8 $htmlFile
+
+        # Check if the script is running in an interactive session before writing progress
+        # We don't want to write progress when running in a non-interactive session, such as in a build pipeline
+        if ($host.UI.RawUI) {
+            Write-Progress -Activity "Processing files" -Status "$i of $($htmlFiles.Count) processed" -PercentComplete (($i / $htmlFiles.Count) * 100)
+        }
+    }
+
+    Write-Host -ForegroundColor Green "Post-processing completed."
+}
+
+# we need to update all urls to /latest/en
+function PostProcessing-FixingSitemap {
+    Write-Host -ForegroundColor Yellow "Post-processing sitemap.xml, adding latest/en to url"
+    Write-Host ""
+
+    $sitemapFile = "$($Settings.SiteDirectory)/en/sitemap.xml"
+
+    # Read the content of the sitemap.xml file with UTF8 encoding
+    $content = Get-Content $sitemapFile -Encoding UTF8
+
+    # Replace DocsUrl with DocsUrl + latest/en
+    $content = $content -replace $Settings.DocsUrl, "$($Settings.DocsUrl)/latest/en"
+
+    # Write the updated content back to the sitemap.xml file with UTF8 encoding
+    $content | Set-Content -Encoding UTF8 $sitemapFile
+
+    Write-Host -ForegroundColor Green "Post-processing sitemap.xml completed."
+    Write-Host ""
+}
+
+function PostProcessing-Fixing404AbsolutePath {
+    Write-Host -ForegroundColor Yellow "Post-processing 404.html, adding version/en to url"
+    Write-Host ""
+
+    $file404 = "$($Settings.SiteDirectory)/en/404.html"
+
+    $content = Get-Content $file404 -Encoding UTF8
+
+    $keysToReplace = @("favicon.ico", "public/docfx.min.css", "public/main.css", "toc.html", "media/stride-logo-red.svg")
+
+    foreach ($key in $keysToReplace) {
+        $replacement = "/$($Settings.Version)/en/$key"
+        $content = $content -replace $key, $replacement
+    }
+
+    $content = $content -replace "./public/main.js", "/$($Settings.Version)/en/public/main.js"
+    $content = $content -replace "./public/docfx.min.js", "/$($Settings.Version)/en/public/docfx.min.js"
+    $content = $content -replace '<a class="navbar-brand" href="index.html">', '<a class="navbar-brand" href="/">'
+
+    $content | Set-Content -Encoding UTF8 $file404
+
+    Write-Host -ForegroundColor Green "Post-processing 404.html completed."
+    Write-Host ""
+}
+
+# Main script execution starts here
+
+$languages = Read-LanguageConfigurations
+
+Start-Transcript -Path $Settings.LogPath
+
+[bool]$isAllLanguages = $false
+
+if ($BuildAll)
+{
+    $isAllLanguages = $true
+    $API = $true
+}
+else
+{
+    $userInput = Get-UserInput
+
+    [bool]$isEnLanguage = $userInput -ieq "en"
+    [bool]$shouldRunLocalWebsite = $userInput -ieq "r"
+    [bool]$isCanceled = $userInput -ieq "c"
+    $isAllLanguages = $userInput -ieq "all"
+
+    # Check if user input matches any non-English language build
+    $selectedLanguage = $languages | Where-Object { $_.Code -eq $userInput -and $_.Enabled -and -not $_.IsPrimary }
+
+    if ($selectedLanguage)
+    {
+        [bool]$shouldBuildSelectedLanguage = $true
+    }
+
+    # Ask if the user wants to include API
+    if ($isEnLanguage -or $isAllLanguages -or $shouldBuildSelectedLanguage) {
+        $API = Ask-IncludeAPI
+    } elseif ($isCanceled)
+    {
+        Write-Host -ForegroundColor Red "Operation canceled by user."
+        Stop-Transcript
+        Read-Host -Prompt "Press ENTER key to exit..."
+        return
+    } elseif ($shouldRunLocalWebsite)
+    {
+        Start-LocalWebsite
+        return
+    }
+}
+
+# Generate API doc
+if ($API)
+{
+    $exitCode = Generate-APIDoc
+    if($exitCode -ne 0)
+    {
+        Write-Error "Failed to generate API metadata. ExitCode: $exitCode"
+        Stop-Transcript
+        Read-Host -Prompt "Press any ENTER to exit..."
+        return $exitCode
+    }
+}
+else
+{
+    Remove-APIDoc
+}
+
+Write-Host -ForegroundColor Green "Generating documentation..."
+Write-Host ""
+Write-Warning "Note that when building docs without API, you will get UidNotFound warnings and invalid references warnings"
+Write-Host ""
+
+if ($isEnLanguage -or $isAllLanguages)
+{
+   $exitCode = Build-EnglishDoc
+
+   if ($exitCode -ne 0)
+   {
+       Write-Error "Failed to build English documentation. ExitCode: $exitCode"
+       Stop-Transcript
+       Read-Host -Prompt "Press any ENTER to exit..."
+       return $exitCode
+   }
+
+   PostProcessing-FixingSitemap
+
+   PostProcessing-Fixing404AbsolutePath
+
+   Copy-ExtraItems
+}
+
+# Build non-English language if selected or build all languages if selected
+if ($isAllLanguages) {
+    Build-AllLanguagesDocs -Languages $languages
+} elseif ($selectedLanguage) {
+    Build-NonEnglishDoc -SelectedLanguage $selectedLanguage
+}
+
+Stop-Transcript
+
+Read-Host -Prompt "Press any ENTER to exit..."

+ 21 - 0
LICENSE

@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2023 Stride Contributors
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 45 - 0
OldDocsFix.ps1

@@ -0,0 +1,45 @@
+# This script was used to fix the links in the old Stride documentation after the main Stride Website update so there are no dependencies
+
+# specify your directory path
+$path = 'd:\Projects\GitHub\stride-docs-live-fix-2\'
+
+$replacements = @{
+    '//stride3d.net/css/site.css' = 'css/site.css';
+    '//xenko.com/css/site.css' = 'css/site.css';
+    '//stride3d.net/scripts/site.doc.js' = 'scripts/site.doc.js';
+    '//xenko.com/scripts/site.doc.js' = 'scripts/site.doc.js';
+    '//stride3d.net/favicon.png' = 'favicon.png';
+    '//xenko.com/favicon.png' = 'favicon.png';
+    '//stride3d.net/scripts/theme.js' = 'scripts/theme.js';
+    '//xenko.com/scripts/theme.js' = 'scripts/theme.js';
+}
+
+$files = Get-ChildItem -Path $path -Filter *.html -Recurse
+$fileCount = $files.Count
+$i = 0
+
+foreach ($file in $files) {
+    # if ($i -ge 100) { break } # Exit loop after 100 items
+
+    $i++
+    $content = Get-Content $file.FullName -Encoding UTF8 -Raw
+
+   # Get content of 'docfx:rel' meta tag
+    $metaContent = ""
+    if ($content -match '<meta\s+property="docfx:rel"\s+content="([^"]*)">') {
+        if ($Matches.Count -gt 1) {
+            $metaContent = $Matches[1]
+        }
+    }
+
+    $replacements.Keys | ForEach-Object {
+        $content = $content -replace $_, ($metaContent + $replacements[$_])
+    }
+
+    Set-Content -Path $file.FullName -Value $content -Encoding UTF8
+
+    # Update progress bar
+    Write-Progress -Activity "Processing Files" -Status "$i of $fileCount processed" -PercentComplete (($i / $fileCount) * 100)
+}
+
+Write-Progress -Activity "Processing Files" -Completed

+ 6 - 0
Program.cs

@@ -0,0 +1,6 @@
+var builder = WebApplication.CreateBuilder(args);
+var app = builder.Build();
+
+app.MapGet("/", () => "Hello World!");
+
+app.Run();

+ 37 - 0
Properties/launchSettings.json

@@ -0,0 +1,37 @@
+{
+  "iisSettings": {
+    "windowsAuthentication": false,
+    "anonymousAuthentication": true,
+    "iisExpress": {
+      "applicationUrl": "http://localhost:52392",
+      "sslPort": 44307
+    }
+  },
+  "profiles": {
+    "http": {
+      "commandName": "Project",
+      "dotnetRunMessages": true,
+      "launchBrowser": true,
+      "applicationUrl": "http://localhost:5199",
+      "environmentVariables": {
+        "ASPNETCORE_ENVIRONMENT": "Development"
+      }
+    },
+    "https": {
+      "commandName": "Project",
+      "dotnetRunMessages": true,
+      "launchBrowser": true,
+      "applicationUrl": "https://localhost:7180;http://localhost:5199",
+      "environmentVariables": {
+        "ASPNETCORE_ENVIRONMENT": "Development"
+      }
+    },
+    "IIS Express": {
+      "commandName": "IISExpress",
+      "launchBrowser": true,
+      "environmentVariables": {
+        "ASPNETCORE_ENVIRONMENT": "Development"
+      }
+    }
+  }
+}

+ 64 - 0
README.md

@@ -0,0 +1,64 @@
+# Stride Docs Development
+
+Welcome to the Stride Docs repository. This repository contains all the source files for the Stride documentation http://doc.stride3d.net/.
+
+* [Getting Started](#-getting-started)
+* [Contributing](#-contributing)
+* [Roadmap](#%EF%B8%8F-roadmap)
+* [.NET Foundation](#-net-foundation)
+* [License](#%EF%B8%8Flicense)
+
+## 🚀 Getting Started
+
+All the information you need to get started with Stride Docs development can be found in the 📚 [Stride Docs Wiki](https://github.com/VaclavElias/stride-docs-next/wiki).
+
+## 🤝 Contributing
+
+Use [Discord](https://discord.gg/f6aerfE) for questions and general discussions. 
+Use [Issues](https://github.com/stride3d/stride-docs/issues) to report bugs and proposing features.
+
+We welcome code contributions through pull requests. Issues tagged as **[`help-wanted`](https://github.com/stride3d/stride-website/labels/help-wanted)** are good candidates for starting to contribute code.
+
+### Branch and Release
+
+The `master` branch is the default branch for pull requests and most other development activities. 
+
+Releases are based on a stable `master` branch. Use of [Conventional Commit](https://www.conventionalcommits.org/en/v1.0.0/) is encouraged.
+
+Stride Docs website is _not_ released under a regular cadence; new updates arrive when maintainers fix issues or see enough changes that warrant a new releases.
+
+### Staging
+
+The staging website allows us to test new features and significant changes before their official release.
+
+The staging website is available at https://stride-docs-staging.azurewebsites.net/
+
+## 🗺️ Roadmap
+
+Our Wiki [Roadmap](https://github.com/VaclavElias/stride-docs-next/wiki/Roadmap) communicates upcoming changes to the Stride Docs.
+
+## 🌐 .NET Foundation
+
+This project is supported by the [.NET Foundation](http://www.dotnetfoundation.org).
+
+This project has adopted the code of conduct defined by the [Contributor Covenant](http://contributor-covenant.org/) to clarify expected behavior in our community.
+For more information see the [.NET Foundation Code of Conduct](http://www.dotnetfoundation.org/code-of-conduct).
+
+## 🛡️License
+
+This project is licensed under the [MIT](https://github.com/stride3d/stride-docs/blob/master/LICENSE.md) License.
+
+## Post-Release Features
+- Dark Theme by Default
+
+## Past Content - ToDo: Review
+
+Anyone is welcome to contribute! Before you start, please take the time to read the [guidelines](GUIDELINES.md). 
+
+You can find basic information about editing the documentation in [Getting Started](GETTINGSTARTED.md) dedicated page.
+
+Don't forget to change `$version` in [deploy.ps1](build/deploy.ps1) when branching before first deployment.
+
+### Manage multiple Stride versions
+
+Each Stride minor version (i.e. 4.0, 4.1, etc.) should have its own branch, named in the fashion `master-<version>`. The only exception is latest version, which should be `master`.

+ 9 - 0
Stride.Docs.csproj

@@ -0,0 +1,9 @@
+<Project Sdk="Microsoft.NET.Sdk.Web">
+
+    <PropertyGroup>
+        <TargetFramework>net6.0</TargetFramework>
+        <Nullable>enable</Nullable>
+        <ImplicitUsings>enable</ImplicitUsings>
+    </PropertyGroup>
+
+</Project>

+ 6 - 0
Stride.Docs.csproj.user

@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <PropertyGroup>
+    <ActiveDebugProfile>https</ActiveDebugProfile>
+  </PropertyGroup>
+</Project>

+ 34 - 0
Stride.Docs.sln

@@ -0,0 +1,34 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.5.33516.290
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Stride.Docs", "Stride.Docs.csproj", "{F221508C-43CE-45A5-BC37-3050882A22A5}"
+EndProject
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{85103FBF-C9A6-4722-B36B-89A58F55C1DF}"
+	ProjectSection(SolutionItems) = preProject
+		.github\workflows\github-pages.yml = .github\workflows\github-pages.yml
+		.github\workflows\main-folder-check.yml = .github\workflows\main-folder-check.yml
+		.github\workflows\stride-docs-staging-azure.yml = .github\workflows\stride-docs-staging-azure.yml
+		.github\workflows\stride-docs-staging-fast-track-azure.yml = .github\workflows\stride-docs-staging-fast-track-azure.yml
+		.github\workflows\stride-docs-wiki.yml = .github\workflows\stride-docs-wiki.yml
+	EndProjectSection
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|Any CPU = Debug|Any CPU
+		Release|Any CPU = Release|Any CPU
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{F221508C-43CE-45A5-BC37-3050882A22A5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{F221508C-43CE-45A5-BC37-3050882A22A5}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{F221508C-43CE-45A5-BC37-3050882A22A5}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{F221508C-43CE-45A5-BC37-3050882A22A5}.Release|Any CPU.Build.0 = Release|Any CPU
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+	GlobalSection(ExtensibilityGlobals) = postSolution
+		SolutionGuid = {DC17C1CA-FA5A-40E7-84DA-38E04A9B8249}
+	EndGlobalSection
+EndGlobal

+ 8 - 0
appsettings.Development.json

@@ -0,0 +1,8 @@
+{
+  "Logging": {
+    "LogLevel": {
+      "Default": "Information",
+      "Microsoft.AspNetCore": "Warning"
+    }
+  }
+}

+ 9 - 0
appsettings.json

@@ -0,0 +1,9 @@
+{
+  "Logging": {
+    "LogLevel": {
+      "Default": "Information",
+      "Microsoft.AspNetCore": "Warning"
+    }
+  },
+  "AllowedHosts": "*"
+}

+ 1 - 0
build-all.bat

@@ -0,0 +1 @@
+PowerShell.exe -NoProfile -ExecutionPolicy Bypass -Command "& './BuildDocs.ps1' -BuildAll"

+ 9 - 0
en/.gitignore

@@ -0,0 +1,9 @@
+###############
+#    folder   #
+###############
+/**/DROP/
+/**/TEMP/
+/**/packages/
+/**/bin/
+/**/obj/
+_site

+ 0 - 0
en/.nojekyll


+ 14 - 0
en/404.md

@@ -0,0 +1,14 @@
+<div class="container-xxl">
+    <div class="row postcontent">
+        <div class="col-12">
+            <h1 class="mb-5">404 - Page or File Not Found</h1>
+            <p>
+                Oh no, this is embarrassing! The page you're looking for doesn't exist or has been moved to another address.
+            </p>
+            <p>If you think the address <code id="invalid-address"></code> should be valid, <a href="https://www.stride3d.net/contact/">let us know</a>.</p>
+    <script>
+        document.getElementById("invalid-address").innerHTML = window.location.href;
+    </script>
+        </div>
+    </div>
+</div>

+ 1 - 0
en/CNAME

@@ -0,0 +1 @@
+stride-docs.vaclavelias.com

+ 133 - 0
en/ReleaseNotes/ReleaseNotes-1.10.md

@@ -0,0 +1,133 @@
+
+# Xenko 1.10 release notes
+
+## Highlights
+
+Xenko 1.10β improves stability and performance and introduces changes in the asset serialization.
+
+### Tool performance
+
+This release comes packed with several performance improvements, especially in the Game Studio and Asset Compiler.
+
+We've rewritten how assets are loaded in the scene editor, resulting in a faster and smoother loading in the background, as well as reduced memory usage.
+
+We've made various improvements to the Asset Compiler startup time (important since we start multiple Asset Compilers to process FBX files). Also various key importers, such as the FBX importers, weren't scaling well with lots of polygons.
+
+The Content Bundle packing (run at the end of the Asset Compiler) can now work incrementally. Before, if you had several gigabytes of data but only changed a small asset, compilation was fast but saving the new bundle took a long time at the end of the build. This operation should be almost instant now.
+
+### Unique GUID inside an asset
+
+While not a breaking change, we've introduced a new paradigm in our asset infrastructure, implying that any _identifiable_ object (ie any object that implements `IIdentifiable` interface) must have a unique identifier in the asset containing it.
+
+This constraint makes it easier to handle internal references inside an asset. Since it wasn't enforced before, **the first time you open an existing project with version 1.10, you might see warnings stating that the identifiers of some objects have been rewritten** (especially entity components and scripts). This is expected and should be harmless. The warnings shouldn't appear the next time you open the project.
+
+## Changelog
+
+### Version 1.10.0-beta
+
+Release date 2017/3/9
+
+#### Enhancements
+
+##### Animation
+
+* The additive animation asset has been removed. Animation assets now support both regular and additive clips. Check the animation documentation for details
+* You can now specify start and end frames for animation clips. The animation framerate can be changed in the Game Settings asset. Actual data is still saved and used in seconds
+* PlayingAnimations is no longer visible in design time
+* The API for the animation component has changed. See the documentation or create an AnimationStart pre-built script for a quick look
+* Various bug fixes
+
+##### General
+
+* Content packaging in bundles is now incremental in Debug and Release. It drastically improves iteration time when making small changes then re-running a game with many or large assets. AppStore configuration will do a full rebuild
+* Asset compilation should have better startup time and be faster when spawning sub-processes (used by FBX)
+* FBX import for meshes with lots of triangles was extremely slow due to unoptimized access to edge data
+* FBX asset compilation would sometimes fail because the data limit on WCF was too low
+* Removed unecessary hashing of assemblies when building assets
+* Assets (YAML) now supports multiline strings properly
+
+##### Game Studio
+
+* In the Scene and Prefab editors, asset loading is now async, much faster, and more memory-friendly
+* You can now right-click a prefab instance and select "Select prefab in asset view"
+* Improved keyboard navigation in tree views (eg solution explorer, scene hierarchy): left arrow goes to parent node, right arrow goes to first child (when on a node)
+* Nodes of the entity tree in the scene/prefab editors automatically expand when children are added
+
+##### Graphics
+
+* Improved SetViewport (which has a separate count from render target count)
+* Added SetScissorRectangle (note: viewport and scissors only work well for first viewport) [#521](https://github.com/SiliconStudio/xenko/issues/521)
+* Vulkan: SwapChain clearing wasn't passing validation layer
+* Forward+ light culling wasn't working well if projection matrix was off-center (ie VR)
+* RenderDocPlugin assembly lets you automatically load RenderDoc and capture inside editor (using /RenderDoc flag) or game
+* Cluster lighting wasn't working on OpenGL and OpenGL ES due to unimplemented `UpdateSubresource` for 3D textures
+
+##### Navigation
+
+* Debug overlay inside of the Game Studio is now slightly transparent
+
+##### Particles
+
+* ShapeBuilder API has been updated. Custom shape builder implementations have to be upgraded accordingly
+
+#### Bugs fixed
+
+##### General
+
+* C# "fixed" arrays didn't work due to IL changes
+* Connection Router sometimes couldn't restart properly due to adb child process keeping the parent process port open
+
+##### Game Studio
+
+* When importing an effect log, it often ended up in the wrong package. It's now created in the currently active package
+* Keyboard input often got stuck in the Game Studio (especially annoying when moving)
+* Script editor often crashed on saving or creation. Several related issues fixed
+* Mouse cursor could disappear during drag-and-drop operations [#385](https://github.com/SiliconStudio/xenko/issues/385) and [#546](https://github.com/SiliconStudio/xenko/issues/546)
+* Changing the layout type in the UI editor could make Game Studio crash [#547](https://github.com/SiliconStudio/xenko/issues/547)
+* Fix several issues related to folders in Scene and Prefab editors (renaming, copy/paste, undo/redo)
+* Fix a rare crash with the clipboard when another application is using it
+* Fix a crash that could occur when removing an item from certain types of collections
+* Fix input of Windows device name (CON, NUL, COM1) as folder names
+ 
+##### Assets
+
+* Assets that contain multiple identifiable objects with the same `Id` now go through a fixup pass at load to re-generate unique ids
+* Make sure we generate new Ids for such objects after manipulations such as copy/pasting, duplicating, etc
+* When a property of an asset was overridden (from the archetype or from a prefab) to a value equivalent to the default value of the property, the override information was lost after reloading
+* The deserialization of some types from an asset file could fail due to impropert type and assembly resolving
+* Animations wouldn't import when the skeleton used for the animation had missing or extra bones
+* Some texture compression pairs which failed before now attempt a two-step conversion to create the target output format
+* FBX importer now ignores empty string names during mesh importing
+* Several crash issues fixed in the Assimp importer
+* SDF fonts and msdfgen have been upgraded to handle overlapping contours
+
+##### Graphics
+
+* Material culling wasn't applied properly
+* Multi Render Target info wasn't kept when doing multithread rendering with multiple command lists
+* Ambient lighting didn't update after the last Ambient Light had been removed from the scene
+* Fix possible shadow map hole between cascades, at specific viewing angles when using blending
+
+##### Navigation
+
+* TryFindPath would return a valid path even if the starting and ending point weren't connected
+
+### Version 1.10.1-beta
+
+Release date 2017/3/13
+
+#### Bugs fixed
+
+##### Game Studio
+
+* Fix a concurrency problem that could make the Game Studio crash while loading or updating assets in the Scene Editor
+
+### Version 1.10.2-beta
+
+Release date 2017/3/14
+
+#### Bugs fixed
+
+##### Game Studio
+
+* Fix additional concurrency problems that could make the Game Studio crash while loading or updating assets in the Scene Editor

+ 83 - 0
en/ReleaseNotes/ReleaseNotes-1.4.md

@@ -0,0 +1,83 @@
+# Xenko 1.4 release notes
+
+## Highlights
+
+### Renaming
+
+The engine has been renamed Xenko. Here is our new logo, be sure to remember it!
+
+<img src="media/ReleaseNotes-1.4/xenko-logo.png" align="center" />
+
+The following changes have been introduced during the renaming and will be automatically applied to your project when opening it in the Game Studio.
+
+- All occurrences of ‘Paradox’ in code, shaders and configuration files are replaced with ‘Xenko’
+- Package and asset files, previously having a .pdx* file extension, now have a .xk* extension
+- Xenko SDK is now located using the SiliconStudioXenkoDir environment variable instead of SiliconStudioParadoxDir
+
+In addition, the new Visual Studio integration will not recognize old installations or projects that were not upgraded, and vice versa.
+
+### New documentation system
+
+We are aware our documentation isn't where we need it to be yet, so we've decided to take some steps to move things faster. In order to do this, we have migrated our documentation to DocFX.
+
+The new system should provide better readability and more consistent formatting. It also allows us to more easily edit and upload separate documentation for each version of Xenko.
+
+The documentation has its own repository on GitHub: https://github.com/SiliconStudio/xenko-docs
+
+Everybody in the community can now share information by adding edits which will help us to continually improve the documentation. To edit documentation, just click the “Improve this Doc” button available on every page of the documentation, and submit us pull requests.
+
+<img src="media/ReleaseNotes-1.4/newdoc-docfx.png" align="center" />
+
+With your help, we hope to improve the community's experience with Xenko since this will allow people to share information at a faster pace.
+
+Of course, the Xenko dev. team will also be adding more to the documentation as well. More info on that coming soon!
+
+### PDB debugging
+
+You can now step into Xenko's engine source code. The code will automatically be fetched from GitHub.
+
+The process is simple. All you need to do is open Visual Studio options, go to Debugging > General, and check “Enable Source Server Support”:
+
+<img src="media/ReleaseNotes-1.4/pdb_vs_sourceserver.png" align="center" />
+
+### Sprite Studio (breaking change)
+
+The XML format used to import models and animation has been updated to use the latest version of Sprite Studio, instead of the legacy exporter format used previously.
+With this new format, we recommend that you copy your whole Sprite Studio project (all files are needed) into the RawAssets folder of your Xenko project. Please refer to the sample game for details.
+
+## Version 1.4.0-beta
+
+Release date: 2015/12/01
+
+### Enhancements
+
+#### Editor
+
+- Main color is now blue instead of purple.
+- Better management of recent project list, especially when working with multiple versions of Xenko.
+
+#### Assets
+
+- Assets were previously versioned individually, but from now on they will more closely match Xenko versions. This will allow package-wide asset upgrades, easier plugin support, and copy-paste support between different Xenko versions.
+- We've switched the compiler from a per-app domain model to a per-process model (similar to MSBuild.exe), to avoid any issues related to environment variables, current working directory and unaware C++ code with static that might be used.
+
+### Issues fixed
+
+#### Editor
+
+- Fixed an issue when inserting an asset into the scene hierarchy
+- Fixed an issue when renaming a folder in the solution explorer
+- Properly set the value of the ‘SolutionDir’ variable when building a game from the studio
+
+#### Engine
+
+- Fixed an issue with shadows for spot lights that were using orthographic projection instead of perspective.
+
+#### Assets
+
+- Fixed the asset compilation crash when Xenko installation path contains the ‘##’ character.
+- Allow asset names to contains the ‘.’ period character
+
+### Known Issues
+
+- iOS has an outstanding crash issue after a few second, especially on recent devices (iPhone 6s). This is currently under investigation.

+ 246 - 0
en/ReleaseNotes/ReleaseNotes-1.5.md

@@ -0,0 +1,246 @@
+# Xenko 1.5 release notes
+
+## Highlights
+
+#### Skeleton asset
+
+A new Skeleton asset (*.xkskel) has been introduced. Both models and animations now hold a reference to a skeleton. This allows to reuse the same skeleton definition in multiple assets and to retarget models and animations to different skeletons.
+
+Skeletons can be created alongside other assets, when importing an FBX file or other model format.
+
+<img src="media/ReleaseNotes-1.5/SkeletonThumbnail.png" align="center" />
+
+#### Root motion support for models, cameras, lights, etc.
+
+Animations now apply root motion if they have no skeleton, or the ‘Root Motion’ property is enabled on the animation asset. The animation will then move the entity itself, instead of the skeleton's root bone.
+This is especially useful to import animations of lights, cameras or unskinned models, without the need to bind them to the bones of a skeleton.
+
+The FBX importer will now also import animations of various camera parameters (near-plane, far-plane, field of view) and apply them to the CameraComponent of the animated entity. More properties may be supported in the future.
+
+<img src="media/ReleaseNotes-1.5/RootMotionProperty.png" align="center" />
+
+#### New animation update system
+
+The animation system now internally uses a new UpdateEngine to update objects. This allows us to animate arbitrary properties of entities, while accessing them in a highly efficient way.
+It will be the foundation for a future animation curve editor inside the GameStudio.
+
+The new ‘Animated Properties’ sample demonstrates how to create animations of any property from a script.
+
+
+#### Simple Profiling system
+It is now possible to visualize profiling information of all the game systems and custom profilers directly within your running games.
+To get started, use the Game Profiler built-in script, attach it to an entity and when the game is running press LCtrl-LShift-P.
+
+<img src="media/ReleaseNotes-1.5/profiler.png" align="center" />
+
+#### Physic debug shapes at runtime
+It is now possible to enable the rendering of physics collider shapes during runtime.
+The debug shapes are normal entities and they must be enabled for each physics shape that requires it.
+The best way to start with this feature is to use the Physics Shapes Render built-in script and attach the script to any entity that has a Physics Component and when the game is running press LCtrl-LShift-P.
+
+<img src="media/ReleaseNotes-1.5/phys-debug.png" align="center" />
+
+#### Asset View
+The Asset view has been improved to help you better organize and manage your assets.
+
+###### New ‘view options’ menu
+The view options are gathered in a single menu accessible from the asset view toolbar.
+
+<img src="media/ReleaseNotes-1.5/AssetViewOptions.png" align="center" />
+
+You can display all the assets in the current folder only, in the current folder and its sub-folder. The third option let you display the assets and the sub folders.
+
+You can also sort your assets by name, order, type or modification date. 
+
+###### New asset filter bar
+With the new asset filter bar, you can filter your assets by name, tag, type or a combination of those. Each ‘filter tag’ can be disabled by a single click or removed from the active filters.
+<img src="media/ReleaseNotes-1.5/AssetFilterBar.png" align="center" />
+
+
+To add a filter, type in the filter bar and matching filters will be displayed. Click on the one you want to add it to the list of active filters.
+<img src="media/ReleaseNotes-1.5/AddingAssetFilter.png" align="center" />
+
+Only the assets matching the active filters will be displayed in the asset view. Note that type filters are inclusive, while name and tag filters are exclusive.
+
+###### Folder support in asset view
+If the ‘Assets and folder in selected folder’ options is selected, the first level of sub-folder will be displayed in the asset view. You can drag and drop assets inside them. You can also copy/paste complete folder structure.
+<img src="media/ReleaseNotes-1.5/FolderSupport.png" align="center" />
+
+#### Copy-paste assets with their dependencies
+You have now the ability to copy assets with their dependencies. To do that use the new entry ‘Copy with dependencies’ from the asset view context menu, or press Ctrl+Shift+C.
+<img src="media/ReleaseNotes-1.5/CopyAssetWithDependencies.png" align="center" />
+For example, if you copy/paste a model with its dependencies, you will get a copy of this model along with a copy of all its dependencies (skeleton, materials, textures)
+
+#### Border and Center support in sprite sheet editor
+For ‘Sprite2D’ sprites, you can move the position of the center by selecting the <img src="media/ReleaseNotes-1.5/SpriteCenterIcon.png" style="display: inline"/> icon in the toolbar of the sprite editor. Grab and move the cross to the desired position.
+
+For ‘UI’ sprites, you can change the borders by selecting the <img src="media/ReleaseNotes-1.5/SpriteBorderIcon.png" style="display: inline" /> icon in the toolbar of the sprite editor. You can then resize each border (left, top, right and bottom) separately in the same way as the texture region, by grabbing and moving one of them. Note that the <img src="media/ReleaseNotes-1.5/SpriteBorderLockIcon.png" style="display: inline" /> icon lets you ‘lock’or ‘unlock’ the sprite borders while resizing the texture region.
+
+#### New built-in scripts
+We added a few more built-in scripts with this release such as an FPS camera script and First player controller script. To use them, just click on “New Asset”, “Script source code”, select the desired script and attach it to an adequate entity.
+
+<img src="media/ReleaseNotes-1.5/built-in_Scripts.png" />
+
+#### Precompiled Sprite Fonts
+Font rights are quite restrictive and it is quite common that only some persons of the project have access to the font files. This was preventing some people to build the game. 
+To solve this problem, we created a new type of asset, the precompiled sprite fonts. It is an asset taking as input an image and containing all the glyph information required to render the set of character specified. Inside your games you can used it exactly like a standard sprite font.
+To generate a precompiled sprite font, the owner of the original font file just have to right click on an existing static font and choose “Generate Precompiled Font”.
+
+<img src="media/ReleaseNotes-1.5/PrecompiledSpriteFont.png" />
+
+## Version 1.5.4-beta
+Release date: 2016/03/03
+
+#### Issues fixed
+- Fix a certification issue remaining for Windows Universal Apps.
+- Fix a problem with the selection of the Graphic Profile on INTEL graphic cards.
+
+## Version 1.5.3-beta
+Release date: 2016/02/18
+
+#### Issues fixed
+- Fix a problem in the package upgrade erasing the content of shader and effect files.
+- Fix a crash in the resolution of invalid relative paths preventing to load the project in the editor.
+- Do not add pillar boxes when resizing the window of a landscape game under Windows 10 but readjust the size of the buffer.
+- Replace the `MS Mincho` font by an embedded free font in samples (The font is not available on every systems)
+
+## Version 1.5.2-beta
+Release date: 2016/01/15
+
+#### Issues fixed
+
+###### Assets
+
+- Added the missing XenkoDefaultFont required by the profiler system.
+- The convex hull generation is now working along with the new Skeleton Asset.
+
+###### Engine
+
+- Fix problem occurring with debugging async functions (local variable gone, namespace ignored, step over broken).
+- Fix the issues preventing from passing Windows 10 store certification. 
+- Add support for proper resizing in Windows Universal Apps.
+
+###### Game Studio
+
+- Fix issues with the displayed values of rotations changing after validation.
+
+###### iOS
+
+- The Connection Router script required to compile shaders on iOS devices has been fixed.
+
+
+#### Enhancements
+
+###### Assets
+
+- Skybox compilation does not require a DX11 GPU anymore. We added DX10 support to ensure GameStudio works fine with less recent GPUs as well.
+
+###### Engine
+
+- Add support for OpenGLES devices that do not support packed depth-stencil-formats.
+
+###### Game Studio
+
+- Add the possibility to edit the 3 components of a vector simultaneously.
+
+## Version 1.5.1-beta
+Release date: 2015/12/22
+
+#### Issues fixed
+
+###### Engine
+
+- Fix LLVM AOT compilation in release configuration for iOS
+
+###### Game Studio
+
+- Fix a possible crash when using types with no base type in scripts ([##342](https://github.com/SiliconStudio/paradox/issues/342))
+- Fix double-click on folder in asset picker window
+- Fix settings of default IDE reset to null when it shouldn't.
+- Fix the problem of the texture thumbnail not updating when modify the content of the source file.
+- Creating an asset with a template can be properly undone. ([##343](https://github.com/SiliconStudio/paradox/issues/343))
+
+
+## Version 1.5.0-beta
+Release date: 2015/12/17
+
+#### Enhancements
+
+###### Launcher
+
+- Add a ‘reconnect’ button, in case the launcher was started in offline mode.
+
+###### Game Studio
+
+- The asset creation menu always displays all possible assets to create, and switches to a proper location when the currently selected location is invalid for the chosen asset type.
+- Improve animation thumbnail and preview. Automatically detect and use the corresponding model.
+- Improve asset filtering in the asset view. Filter tag can be added, disabled or removed at any time.
+- Folders are displayed in the asset view.
+- Assets can be sorted by last modification date.
+- Add ability to copy/paste assets with their dependencies.
+- Improve the sprite sheet editor. Resizing borders or moving the texture region behaves correctly, especially when reaching the borders of the image. Background outside of the selected texture region can be darkened.
+- Sprite sheet preview can be displayed while the sprite sheet is being edited.
+- Change message dialog style. Some confirmation dialogs (e.g. deleting an asset) can be disabled in the settings (under Interface/Ask confirmation…).
+
+###### Games
+
+- Use the application icons as window icon on windows
+- Use AssamblyProductAttribute.Product as window title on windows
+
+###### Graphics
+
+- Add support for Gif load and jpeg save for Android
+- Add the possibility to load images and textures as sRGB
+- Add a static field in GraphicDevice to be able to get the current graphic platform
+- Add optimized native code in SpriteBatch
+
+###### Engine
+
+- Use Color4 instead of Color in sprite components.
+- Add support for toot motion on the TransformComponent
+- Expose AnimationComponent.PlayingAnimations to the editor to be able to set entity initial animation easily.
+- Make connection to editor for shader compilation fail if there is no connection back within 5 seconds
+
+###### UI
+
+- Add a tint color to the UI ImageElement.
+
+#### Issues fixed
+
+###### Assets
+
+- Fix compiler regression that was taking more than 5s to complete compilation of assets
+- Fix the log message displaying the name of missing referenced assets during asset compilation
+- Fix crash in the asset compilation when Xenko installation path contains a '##' character.
+- Fix shadow asset remaining after resolving asset naming collision.
+
+###### Engine
+
+- Prevent an exception to be thrown at each frame when the Model property of a ModelComponent is null.
+- Use the ShaderProfile from GameSettings instead of the graphic device level as it is likely the profile used to compile shaders at build time.
+
+###### Game Studio
+
+- Fix a crash when trying to fetch the target asset of a reference that is null.
+- Fix a bug in the edition of SpriteFont properties that was preventing to properly use system font
+- Fix thumbnails of SpriteFont when using system font.
+- Fix a crash when duplicating an entity in the scene editor.
+- Fix renaming issue when duplicating an entity in the scene editor.
+- Fix the problem dark thumbnails for textures in HDR mode.
+- Fix gizmo settings not saved/reloaded properly.
+- Fix copy/paste of folders in the solution explorer.
+- Fix a crash in the sprite sheet editor when a source image was modified in an external editor.
+- Fix a potential crash when the texture region is outside of the image.
+- Fix a bug preventing to create a frame in the sprite editor when dropping a file.
+- Fix a bug preventing to drop asset in an empty folder.
+- Fix error when attempting to import animation from a model that doesn't have any.
+- Fix incorrect size of full screen window when screen resolution has changed.
+- Fix package dependency issue when removing a dependent package.
+
+###### Rendering
+
+- Fixed disappearing shadows due to wrong cascade distance calculation
+
+## Known Issues
+
+- iOS has an outstanding crash issue after a few second on ARM64 iPhones. This is currently under investigation.

+ 441 - 0
en/ReleaseNotes/ReleaseNotes-1.6.md

@@ -0,0 +1,441 @@
+# Xenko 1.6 release notes
+
+## Highlights
+
+### Prefabs
+
+Prefabs allow you to assemble entities into building blocks and easily reuse them in any of your scenes. Changes to your prefabs will be reflected on all instances (as long as properties are not overridden).
+
+We even took the concept one step further to empower our users, by having prefabs within prefabs, as well as the possibility to use only part of a prefab when you instantiate it. And of course, removing or rearranging a few entities won't break your prefab synchronization!
+
+<img src="media/ReleaseNotes-1.6/prefabs.gif" align="center" />
+
+### Archetypes
+
+You can now use any asset as an archetype for another asset. When you change a property of the archetype, the new value will be automatically propagated to all the derived assets, unless you specifically override them. Archetypes can be used with most asset types.
+
+<img src="media/ReleaseNotes-1.6/assset-templating.gif" align="center" />
+
+### Particles
+
+You can now create and edit particle systems directly in the Xenko Game Studio. Particles are deeply integrated in the game engine and leverage the powerful effect system and its high level of customization.
+
+While there are still several features on the roadmap, the current implementation is sufficient for most games. The ability to customize almost all aspects of the particle engine allows you to add features tailored to your game's specific needs.
+
+<img src="media/ReleaseNotes-1.6/particle1.gif" align="center" />
+
+Feel free to visit our [particle documentation](../manual/particles/index.md).
+
+#### Features
+
+The particle engine supports many features out of the box:
+
+- Render particles as different shapes like billboards, 3D oriented quads or your own custom implementation
+- Powerful force fields which offer more control than simple attractors and repulsors
+- Collisions
+- Animated attributes such as size, color, rotation
+- Flip books, UV animation and support for the Xenko Shading Language
+- Ribbons and trails renderers added to the engine. Check out our [tutorial](../manual/particles/ribbons-and-trails.md) for more details.
+
+#### Modular system
+
+All aspects of particle systems are broken down into individuals modules like spawners, initializers and updaters, and each of these modules is easily tweakable and customizable. Check out the samples and the Xenko documentation for a detailed walk-through.
+
+#### Curve Editor
+
+The Game Studio now also comes with a built-in curve editor. For now only the particle engine uses curve animation. In the future, it will also power our property animation system and our storyboard system.
+
+<img src="media/ReleaseNotes-1.6/particle2.gif" align="center" />
+
+### New Graphics Engine
+
+Most of our graphics pipeline, both low-, medium- and high-level, has been almost completely rewritten, and should be ready for the future.
+
+The low-level API has been changed to more closely resemble DirectX 12 and Vulkan. For a list of breaking changes, please see below.
+
+The high-level pipeline has been completely reworked, to achieve the following goals, most of which we will tackle in the upcoming releases:
+
+- Introduce a clean and extensible architecture to easily build new graphics features on (hoping to soon add a Forward+ renderer, IBL light probes, RLR, etc.)
+- New medium-level layer: lightweight RenderFeature, RenderStage, RenderObject, etc.
+- Easy for users to write small customizations (by implementing RenderFeatures)
+- Allow multi-threading of all parts of the pipeline
+- Make optimal use of next-gen graphics APIs
+- Reduce the amount of "magic" done by the effect system to increase performance
+- Minimize work by taking better advantage of different update frequencies (PerView, PerMaterial, PerLighting, etc.)
+- Take advantage of new API (first class support for Pipeline State Objects, Descriptor Sets, etc.)
+
+Stay tuned for technical details and performance evaluation in the near future!
+
+### Direct3D 12
+
+Direct3D 12 has been added as a new build target. While still experimental, it already supports all parts of our rendering pipeline.
+
+You can try it by changing the ‘Preferred Graphics Platform’ in the ‘Rendering Settings’ of your ‘Game Settings’ asset.
+
+### Better OpenGL support
+
+Our OpenGL renderer has been improved and should behave much better (shadows, PBR, etc.). Also, we now deliver OpenGL and OpenGL ES on Windows as build targets.
+
+You can also try them by changing the ‘Preferred Graphics Platform’ in the ‘Rendering Settings’ of your ‘Game Settings’ asset.
+
+### Scripts are now components
+
+So far, there could only be one component per type on an Entity. This was quite cumbersome, especially for scripts, which had to be stored inside the `ScriptComponent.Scripts` list. It also resulted in many special cases to make them work in the editor (i.e. references between scripts, assembly reloading, etc.).
+
+Now multiple components of a type are allowed. This affects scripts and physics components, and can be used for custom components for which more than one instance is sensible.
+
+We hope this makes your life easier!
+
+
+### Event system
+
+We added a simple event system that will allow your script to easily communicate with each other.
+Check out the `EventKey<>` and `EventReceiver<>` classes.
+You can create an EventKey from your sender scripts and consume events using `EventReceiver` from other scripts.
+
+### Game Settings overrides
+
+The Game Settings asset has been improved: You can now have different settings depending on the platform or GPU.
+
+For example, you might want to set different off-screen resolutions for your game on Android depending on the GPU model. Or you could use one of our new Direct3D12, OpenGL or OpenGL ES renderers on Windows.
+
+## Version 1.6.7-beta
+
+Release date: 2016/06/09
+
+### Enhancements
+
+#### Game Studio
+- Don't wait for editor initialization before showing the editor window. This should prevent editor layouts from suddendly switching without notice, especially when opening a big scene.
+- Save the list of opened editors more often (everytime a new editor is opened). Before it was only saved when editing the Game Studio properly and thus the list would not be saved when a crash occurred.
+
+### Issues fixed
+
+#### Graphics
+- D3D12: Static sampler didn't properly set comparison func and border, resulting in broken shadow maps
+- OpenGL ES: Improved texture format supports depending on OpenGL ES version and extension presents (esp. for float texture on ES2)
+- OpenGL ES: EXT_sRGB doesn't seem to properly work on Adreno 4xx, but since it is usually available through ES3 context, we use that first when available
+- OpenGL: AMD GPU driver didn't like the fact there was no #version in the Copy GLSL shader
+- OpenGL: Even though we use SDL, image loading now uses same code as WinForms/WPF (since SDL_image loading code is not implemented yet)
+
+#### Assets
+- AssetCompiler was caching assemblies so that they could be modified while running. This feature is only useful in development and was making thing both slower and causing too long path issues, it has therefore been disabled for end-user install ([#410](https://github.com/SiliconStudio/xenko/issues/410))
+
+#### Engine
+- Added missing XenkoDefaultFont root asset in default package, this makes the profiler system work again out of the box.
+
+#### Game Studio
+- Fix a crash that could occurs when loading a project that contains broken paths to resource files
+- Prevent the Game Studio process to keep running when a fatal problem occurs during the loading
+
+#### Particles
+- Bug fix where two or more child entities concurrently try to update their parent entity's transform matrix.
+
+## Version 1.6.6-beta
+
+Release date: 2016/05/27
+
+### Enhancements
+
+#### Game Studio
+
+- Don't force opening the default scene every time the Game Studio is started (except for new project). The default scene will only open if it was the case during the last session (same behavior as any other editor).
+
+### Issues fixed
+
+#### Game Studio
+
+- Fix an issue preventing to save editor layout when the history of projects reach the maximum size (currently 20 projects).
+- Material Selection mode (which allows you to pick a material by clicking directly on the mesh area) was broken.
+
+#### Engine
+
+- Changed how OpenGL ES expected vs actual version is handled; this should fix various issues related to context creation on Android and also code targeting older OpenGL should be more consistent across devices.
+- There was some issues for GPU resource disposal that might have lead to incorrect state (might fix some issues when closing scenes in the editor).
+- ShadowMaps across multiple RenderViews were not working properly (same shadow map texture can be reused but in fact was not).
+- Improved the engine's behavior when mobile apps require to handle multiple orientations.
+
+#### Particles
+
+- Fixed an issue where non-uniform scaling and rotation on the entities resulted in wrong rotation of the particle system. Currently only uniform scaling is supported.
+
+## Version 1.6.5-beta
+
+Release date: 2016/05/17
+
+### Enhancements
+
+#### Game Studio
+
+- When an image is added to a sprite sheet, the texture region is now sized to the whole image by default.
+- The dialog asking for assembly reloading only pops up when the Game Studio has focus.
+- The dialog asking to save script only pops up for a script created from inside the Game Studio.
+
+### Issues fixed
+
+#### Engine
+
+- Fix negative index parameter of SpriteFromSheet.GetSprite throwing an exception. Negative index now circles around the collection of sprites (e.g. -1 return the last sprite).
+- If a background component was enabled and then disabled, it would still render.
+- MSAA rasterizer state was enabled even when not needed (with level 0 so it didn't affect much, except subtle differences in tessellation tests).
+- Removed a ThrowNotImplementedException in OnSoundControllerListChanged, re-implemented the missing part.
+- Made non generic EventKey and EventReceiver consume bool instead of byte
+- Fix a possible crash in PhysicsColliderShape Compose
+- Fix culling of shadows casters when no shadow receivers are present
+
+#### Game Studio
+
+- Fix issues in the sprite editor cache keeping old version of images after their source file had been changed.
+- Fix issues in the sprite editor tool that sized incorrectly the texture region, borders or center.
+- When closing editor, there was a NullReferenceException in the Gizmo System.
+- Fix a crash when using audio and sound assets.
+- Fix a crash when trying to copy the crash report itself.
+- Fix a crash when adding scripts to entities
+
+## Version 1.6.4-beta
+
+Release date: 2016/04/28
+
+### Issues fixed
+
+- Fix an issue in the rotation editor when decomposing the rotation matrix into Euler angles.
+- Some information were missing in the new GPU crash report
+
+## Version 1.6.3-beta
+
+Release date: 2016/04/27
+
+### Enhancements
+
+#### Game Studio
+
+- Some manipulations with a multi-selection of entities are now faster.
+- Improve prefab thumbnails
+- Display an helper message in the curve editor on how to add a keyframe when the curve is empty
+- Improved crash report so that we have more information about previous exceptions when GPU fails
+
+#### Android
+
+- Allow dynamic device orientation switching (desired orientations must be selected from Visual Studio)
+
+#### iOS
+
+- Allow dynamic device orientation switching (desired orientations must be selected from Visual Studio)
+- Bumped minimum iOS version requirement from 6.0 to 7.0
+- Made some internal classes public to allow fine control of Game start-up by overriding them (experimental)
+
+### Issues fixed
+
+#### Game Studio
+
+- Fix an issue in the sprite editor preventing to properly edit newly added frames
+- Fix a cache issue in the sprite editor preventing to the magic wand to work properly after modifying a source image externally ([#389](https://github.com/SiliconStudio/xenko/issues/389))
+- Fix a crash that could occur when manipulating the Materials of a model component in the scene editor
+- Fix a crash when loading projects with Audio related components/assets
+- Fix a crash that might occur when closing an editor
+- Fix an issue when asset compiler was failing but not properly returning error. As a result, it was easy to run into issue like running the game once and keep it in background (lock files), editing, and when running it again it would still use the older compiled assets.
+- Lights and camera gizmo were improperly scaled
+
+#### Rendering
+
+- Camera now ignore scaling when computing view matrix
+- Made various types public instead of internal, so that user can easily extend the rendering pipeline by themselves
+- EffectValidator was failing on effects without any permutation values ([#378](https://github.com/SiliconStudio/xenko/issues/378))
+- Added a debugger proxy for the new ParameterCollection
+- MSAA parameters are now properly forwarded to the main swap chain. Note that it still can't be used in RenderFrame until MSAA targets are properly resolved.
+
+#### Particles
+
+- Fix an issue with particles ignoring camera groups when rendering ([#380](https://github.com/SiliconStudio/xenko/issues/380)).
+- Fix a crash when Spawner's duration and delay were both 0 ([#384](https://github.com/SiliconStudio/xenko/issues/384)).
+
+#### Android
+
+- The Activity is not destroyed anymore when changing device orientation
+
+#### iOS
+
+- Fixed a native library dependency issue that prevented Xamarin Incremental build to work properly (There is still a possibly Xamarin side bug preventing this feature to work properly)
+- Animation engine custom IL code was not working with latest Xamarin AOT, this is now fixed
+
+#### Built-in Scripts
+
+- Fixed PlayerController script to reflect physics component changes
+
+## Version 1.6.2-beta
+
+Release date: 2016/04/04
+
+### Issues fixed
+
+#### Game Studio
+- The Sprite editor was not properly working anymore due to a regression in 1.6.1-beta
+- Referencing an entity inside its own script was crashing the Game Studio
+- Fix a concurrency issue that could make the Game Studio crash occasionally
+- Tooltip with no text were displayed above some properties
+
+#### Graphics
+
+- Fix a potential issue in the lighting code
+
+## Version 1.6.1-beta
+
+Release date: 2016/03/30
+
+### Enhancements
+
+#### Particles
+
+- Ribbons and trails renderers added to the engine. Check out our [tutorial](/manual/particles/particles-tutorials/particles-tutorials-ribbons/index.md) for more details.
+
+#### Game Studio
+
+- Add statistics on asset usage in the references panel.
+- Edition of a string key (e.g. animation key name) can be done inline.
+- Improve performance of the curve editor.
+- To ease edition of a vector compute curve in the curve editor, other components are also displayed.
+- Textboxes in property grid display their content in tooltip.
+- Allow to see the property of an asset while it is open in its editor
+- Samples and new games now have resource files in an "Resources" folder instead of "RawAssets"
+ 
+#### Physics
+
+- Added proper entity offset in CharacterComponent Teleport.
+- Added utility method Ended in Collision, to avoid writing do/while constructs.
+
+### Issues fixed
+
+#### Game Studio
+
+- Fix memory leaks happening when opening and closing scene editor repeatedly
+- Fix frequent crash on GameStudio startup because of a thread race condition when setting up file systems
+- Fix issue on tree views that sometimes selected the same item more that once, resulting in incorrect property display on property grid.
+- Fix issue with maximized window size on multi-monitor system ([#361](https://github.com/SiliconStudio/xenko/issues/361))
+- Fix resetting value of a rotation in the property grid.
+- Fix save, undo and redo not working on curve editor when the window is in floating mode (was already working when docked).
+- Fix zooming issue in curve editor.
+- Fix particles not being rendered in thumbnails and asset preview.
+- Fix shaders not being reloaded dynamically on shader code file save.
+- Fix disappearing Physics Gizmos
+- Fix missing settings in NewGame
+- Restored different color for trigger collider shapes in debug renderer.
+- Fix a crash occurring when closing a scene or prefab editor, or closing the GameStudio itself
+- Fix an issue when modifying members of structures in the property grid
+- Prevent the property grid to be cleared when switching from a selection of asset to a selection of entities
+
+#### Graphics
+
+- Structs can now be used in shaders. Switched light shaders to use them
+- Improve `EffectReflection` API
+- Fix many issues related to fullscreen switching and alt-enter is now fully supported.
+- Fix reflection of array texture types ([#369](https://github.com/SiliconStudio/xenko/issues/369))
+- Add missing CommandList.SetBlendFactor() method
+
+#### Engine
+
+- Various memory leaks fixed
+- Remote effect compilation was broken when done with another computer the game was built with
+- Used effect notification was failing when shaders were using custom permutation keys
+- Fix Entity.EnableAll ignored argument, you can now use this method properly.
+
+#### Physics
+
+- Fixed CylinderColliderShape issues with Scaling.
+
+## Version 1.6.0-beta
+
+Release date: 2016/03/15
+
+### How to upgrade
+
+Simply open your older projects with new version of GameStudio. It will probably fail to compile your assemblies since API changed little bit, but you can still continue.
+
+Then, save back your project in GameStudio. You now can open your project with Visual Studio and try to fix your game code with latest API changes.
+
+### Enhancements
+
+#### Assets
+
+#### Engine
+
+- The KeyedSortedList now implements ICollection<T> instead of IList<T> and is more consistent with CollectionDescriptor.
+
+#### Game Studio
+
+- Support for prefabs, add a prefab editor
+- Create derived assets and support property inheritance
+- Added a curve editor to edit animation curve
+- Layout is saved on a solution basis. When reloading a project, Game Studio will try to present the same layout and reopen all assets that were edited (this include scenes, prefabs and sprite sheets).
+- Add a confirmation dialog to enable saving newly created script automatically.
+- Add a confirmation dialog to enable reloading modified assemblies automatically. This is necessary for the script to appear in the list of components that can be added to an entity.
+- Physics gizmos are shown by default.
+- Preview of an asset can be displayed even if this asset is being edited.
+- Project folder can be opened in Windows explorer from the launcher with right-clicking.
+- Properties of derived asset are displayed in gray, unless they are overridden. In this case they are displayed in bold.
+- Rework scene initialization in the scene editor: the scene will be available almost immediately, and content (model, etc.) will be streamed in as soon as they are (asynchronously) loaded.
+- The entity fixup wizard has been removed. Now when an entity is deleted, all references to it or to one of its component is reset to null.
+- The gizmo and camera menus are now displayed in the top-right corner.
+- Entity hierarchy is synchronized (automatically expanded) with the selected entity in the scene.
+
+#### Graphics
+
+- New D3D12 renderer (experimental)
+- New Windows OpenGL and OpenGL ES renderers (experimental)
+- Rewrote most of the low- and high-level graphics code to have better performance and better take advantage of new graphics APIs
+- Properly separated rendering in 4 phases: Collect (collect & cull), Extract (copy data from scene to renderers), Prepare (prepare cbuffer data & heavy computations), Draw (emit draw calls)
+- Introduced concepts of RenderFeature (entry point for extending rendering), RenderStage (effect selection), RenderView and RenderObject
+- Render sorting logic can now be customized (culling will be soon too)
+- Low-level API has been rewritten to match better new API: CommandList, DescriptorSet, DescriptorHeap, PipelineState, etc.
+- Introduced concept of RendererProcessor which are responsible for pushing component data to rendering
+- Many other changes, that will soon be covered in documentation
+
+#### Input
+
+- Improved GamePad event management to resemble the keyboard API.
+
+### Issues fixed
+
+#### Game Studio
+
+- Fix Scripts thumbnail generation during project launch.
+- Fix Settings window sharing columns layout with property grid ([#341](https://github.com/SiliconStudio/xenko/issues/341)).
+- Fix default IDE settings incorrectly reset to null.
+- Fix a crash occurring when duplicating an object quickly after selecting it.
+- Fix an issue with the message box incorrectly resizing.
+- Tooltips are always visible even if the control (menu, button…) is disabled.
+- Fix several issues with undo/redo.
+- Fix drag and drop of components into properties
+- Sometimes the Game Studio was not asking to save when closed with some changes in a project.
+- Fix some issues related to folders in scene editor.
+- Redo does not re-open asset picker anymore.
+
+#### Graphics
+
+- Tangents generation was invalid and might have resulted in various swaps
+
+#### Physics
+
+- Improved collision detection reliability
+- Fixed collision filter groups
+- Fixed enable/disable component behavior
+
+### Breaking changes
+
+#### Graphics
+
+- Extending rendering is quite different from before. Please check SpaceEscape and other samples to have a better idea while we prepare documentation.
+- Many methods of GraphicsDevice have been split off into a second class: CommandList
+- Added objects such as PipelineState, DescriptorSet and DescriptorHeap to better match new graphics API
+- Game now contains a GraphicsContext which gives access to the current CommandList
+- GraphicsDevice.BackBuffer and GraphicsDevice.DepthStencilBuffer are gone. Use GraphicsDevice.Presenter.BackBuffer to access the actual backbuffer.
+- In addition to RenderContext, there is now a RenderDrawContext. Some methods have been changed to expect the latter.
+- ParameterCollection has been rewritten to be much more memory and performance efficient (data is now stored directly in buffers).
+- Transferring values from application to shaders and computation of effect permutations used to be done through various inefficient ParameterCollection overrides. This should now be done using RenderFeatures.
+
+#### Physics
+
+- PhysicsComponents are now split into 3 different types (Rigidbody, Character, StaticCollider) which can be added multiple times in an entity.
+- PhysicsElements are now removed, including the Collider, Rigidbody and Character classes. They now are merged into the new components.
+
+## Known Issues
+- Sometimes duplicate contacts are detected by the physics engine

+ 393 - 0
en/ReleaseNotes/ReleaseNotes-1.7.md

@@ -0,0 +1,393 @@
+# Xenko release notes 1.7
+
+## Highlights
+
+### Rendering
+
+#### Forward+
+
+Xenko now features [Practical Clustered Shading](http://www.humus.name/Articles/PracticalClusteredShading.pdf), a technique similar to Forward+ rendering.
+
+It allows you to use many point and spot lights at the same time.
+You will gain more control over the lighting of your scene by adding lights wherever they are needed.
+It also works with transparent objects out of the box, just like ordinary forward rendering does.
+
+[![Hundreds of lights](media/ReleaseNotes-1.7/launcher_lights.jpg)](https://www.youtube.com/watch?v=QWZqNT9xD5Q "Hundreds of lights")
+
+If your game requires Direct3D10+ (or equivalent OpenGL), this will be the default setting - no changes needed! As a bonus, you'll see a decrease in compilation times and the number of shader permutations.
+
+We also took this opportunity to rewrite most of our lighting code for improved performance and extensibility.
+
+#### Vulkan
+
+[Vulkan](https://www.khronos.org/vulkan/) joins our happy family of graphics platforms!
+Experimental support has also been added for Windows and Linux. Android will follow soon.
+
+![Vulkan](media/ReleaseNotes-1.7/Vulkan.png)
+
+Together with Direct3D12 and the recent overhaul of our rendering pipeline, this is another step toward preparing Xenko for the next generation of graphics. Stay tuned for performance improvements and hard numbers in the near future.
+
+Try running your project on Vulkan by selecting it as the **Preferred Graphics Platform** in the **Rendering Settings** of your **Game Settings** asset.
+
+### GameStudio Improvements
+
+#### Simplified Asset Creation
+
+The workflow to create assets has been simplified! The new menu for asset creation contains multiple templates for each type of asset. You can now import assets from files more directly. With Xenko's efficient search function, creating assets should be faster and easier than ever!
+
+![New add asset menu](media/ReleaseNotes-1.7/NewAddAsset.png)
+
+#### Camera Preview
+
+We've updated GameStudio's camera preview to now display only the camera currently selected. It also now displays the borders and the camera's name making it easier to see the camera and it's settings.
+
+![Camera preview](media/ReleaseNotes-1.7/CameraPreview.png)
+
+#### Drag & Drop Assets into the Property Grid
+
+So far, you could drag & drop assets into your scene or the tree view.
+
+New in this release, components can now be added to entities just by dragging & dropping matching assets into the property grid.
+
+![Drag & Drop into the Property Grid](media/ReleaseNotes-1.7/dragdrop_propertyview.gif)
+
+#### Drag & Drop scripts
+
+You can also drag & drop scripts directly into the scene, tree view and property view:
+
+![Drag & Drop into the Property Grid](media/ReleaseNotes-1.7/dragdrop_scripts.gif)
+
+### Linux
+
+Linux users rejoice! Linux is now a supported platform of Xenko among Windows, Android, iOS, and more! All you need is a PC running Linux Ubuntu 16.04 x64 or equivalent with a video card supporting OpenGL 4.2 or Vulkan 1.0. Mono or .NET Core (which need to be installed separately) will be powering your game.
+
+In order to use the **Linux** platform, check **Linux** from the list of platforms in the GameStudio then compile.
+
+![Select Platforms Dialog](media/ReleaseNotes-1.7/linux2.png)
+
+Deployment to a remote Linux box is done via SSH when running your project from GameStudio.
+
+![Platform Selector](media/ReleaseNotes-1.7/Platform_selector.png)
+
+To know more about our Linux support, read the [Linux documentation](/manual/platforms/linux/index.md)
+
+### Audio
+
+We've rewritten our Audio engine! 
+While most changes are internal, the public API has improved, and we are still working to make it great!
+
+The `SoundEffect` and `SoundMusic` classes have been consolidated into `Sound`, also `SoundEffectInstance` is now `SoundInstance`. Sound formats are now converted using [FFmpeg](https://ffmpeg.org/). Because of these updates, the range of supported formats has also improved.
+
+Under the hood, the [CELT](http://celt-codec.org/) codec (part of [Opus](https://www.opus-codec.org/)) is now being used. We're delighted to say that performance has since skyrocketed! Music can now be mixed and crossfaded while streaming and decompressing directly from disk.
+
+Xenko's API now builds on OpenAL for Linux/macOS/iOS, on OpenSLES for Android and on XAudio2 for Windows platforms.
+
+## How To Upgrade
+
+This section explains how to migrate a project from version 1.6.x to version 1.7.x.
+
+### UIComponent
+
+- `VirtualResolution` property has been renamed to `Resolution`
+- `VirtualResolutionMode` property has been renamed to `ResolutionStretch`
+
+### ISpriteProvider
+
+The properties of type `Sprite` have been changed to properties of type `ISpriteProvider`. Currently two implementations of `ISpriteProvider` are available:
+* `SpriteFromSheet` for use with a `SpriteSheet` (i.e. a collection of `Sprite`)
+* `SpriteFromTexture` for use with a single `Texture`
+
+To upgrade where a single Sprite was previously used cast the assignment with the following (`SpriteFromTexture` provides a convenient explicit converter from `Sprite`).
+
+```
+var button = new Button
+{
+  PressedImage = (SpriteFromTexture)new Sprite(Content.Load<Texture>("ImageButtonPressed"))
+}
+```
+
+To upgrade where a sprite from a SpriteSheet was previously used:
+Create a new `SpriteFromSheet` and provide a reference to the `SpriteSheet` instance and the corresponding frame index.
+
+```
+var button = new Button
+{
+  PressedImage = new SpriteFromSheet
+  {
+    Sheet = sprites,
+    CurrentFrame = sprites.FindImageIndex("ButtonPressed")
+  }
+}
+```
+
+For convenience, we provide a helper method which does exactly the same: `SpriteFromSheet.Create(sprites, "ButtonPressed")`.
+
+To change the `CurrentFrame` (which now only exists in `SpriteFromSheet`), a cast is required:
+
+```
+var provider = Entity.Get<SpriteComponent>().SpriteProvider as SpriteFromSheet;
+if (provider != null)
+  provider.CurrentFrame = SomeIndex;
+```
+
+### SoundEffect (Instance) and SoundMusic to Sound(Instance)
+
+Kindly note that there is no more `SoundMusic`. Instead, you should now use `Sound` and `SoundInstance` for any kind of sound.
+
+From the game studio, you can now set compression ratio, spatialization or you have the option to stream the sound directly from disk.
+You now need a `SoundInstance` to play a sound, the helper methods in `Sound` were convenient but a bit confusing.
+You can still assign `Sound` assets to Scripts like before:
+
+```
+public Sound MySound;
+private SoundInstance mySoundInstance;
+```
+Also note, the way you use them has changed.
+Before:
+
+```
+MySound.Play();
+```
+After:
+
+```
+mySoundInstance = MySound.CreateInstance();
+mySoundInstance.Play();
+```
+
+Lastly, you no longer have to register (`AddListener`/`RemoveListener`) `AudioListenerComponent` from your code anymore.
+
+## Breaking changes
+
+### Audio
+
+- Removed `DistanceScale` and `DopplerScale` since internally not all the backends were supporting it ( we might add it back in the future as a global factor if needed)
+- `DynamicSoundEffectInstance` has been removed, you can now use `DynamicSoundSource` to stream your custom sound sources. Works on every platform
+- Removed `SoundEffect`, `SoundEffectInstance`, `SoundMusic`. Please use `Sound` and `SoundInstance` instead of all kind of sounds
+- Removed `AddListener`, `RemoveListener` from `AudioSystem`
+- Many Methods that had `SoundEffect` or `SoundMusic` in the signature now have just `Sound`, e.g. `AudioEmitterComponent.AttachSound`
+
+### UI
+
+- Font size has been completely changed to pixel height. Existing sprite font assets will be updated automatically
+- Properties of type `Sprite` have been changed to properties of type `ISpriteProvider`
+
+## Changelog
+
+### Version 1.7.0-Beta
+
+Release date: 2016/07/01
+
+#### Enhancements
+
+##### General
+
+- Debug locals were not displaying properly in some cases due to Mono.Cecil processing. This has been fixed and should now work properly.
+
+##### Audio
+
+- You can now change the Pitch/Speed of a `SoundInstance`!
+- Added master volume control in `AudioEngine` (`AudioEngine.MasterVolume`)
+
+##### Particles
+
+This release brings many improvements to the particle engine.
+
+- You can now create lightning and laser effects thanks to the arc position initializers and ability to follow two target points
+- Child particles support and attribute inheritance added, allowing one emitter's particles to follow and inherit attributes from another emitter's particles
+- Child ribbon particle samples showing how to create wispy particle trails in a single effect
+- Soft edge particles allow you to smooth out the billboard edges when rendering particles close to opaque objects
+- More spawner types, including Burst, On-Hit and a few other conditional ones
+- Color updater now uses a Color4 curve
+
+##### Game Studio
+
+- The selection history feature has been rewritten. It is now shared by all editors and the asset view. The buttons to navigate the selection history have been moved to the property grid
+- The re-import operation has been replaced by a "Update asset from source" which directly applies the changes from the source to the asset without displaying the import UI. (For skeleton, model, sprite studio assets...)
+- Dropping a large number of files to import is now a lot faster
+- The notification when the sources of some assets have changed is now a dialog message instead of a notification popup on the corner of the screen
+- You can now drag & drop assets directly into the Property Grid to create components
+
+##### UI
+
+- Signed Distance Field sprite font asset type added, allowing users to create sharp, scalable fonts which can be easily resized at runtime at no extra cost
+- Added support for EditText on Windows 10, Windows Store and Windows Phone platforms
+
+##### Assets
+
+- The internal YAML format of the SceneAsset and PrefabAsset has been updated to be more generic regarding asset composite.
+- The tracking of source files for assets, in particular, has been improved and fixed
+
+##### Graphics
+
+- Added a way to keep a constrained aspect ratio in Render Camera, and automatically have pillarboxes/letterboxes when there are screens with different ratios
+- Added the concept of "LogicalGroup" to easily do partial updates of constant buffer and resources
+- Improved OpenGL support: texture buffers, more texture formats, debug markers, etc.
+- Unified OpenTK: we now compile our own OpenTK for Windows, iOS and Android. This means our OpenGL renderer code is now unified and should have fewer bugs
+- Camera is not affected anymore by scaling
+- Implemented the required changes to allow rendering to Oculus Rift devices. Also, we have already begun including the native interfaces in the API for the Oculus Rift SDK. See the [VR documentation](../manual/virtual-reality/index.md) for more information.
+
+##### Input
+
+- Added a helper method `InputManager.TransformPosition` to allow you to transform input events in the case of multiple viewports.
+
+#### Issues fixed
+
+##### Game Studio
+
+- Undo/redo has been fixed in a lot of scenarios
+- GameStudio layout issue when creating a new game with the same name as a previous (but deleted) game
+- Issue preventing a newly created script to be marked as saved
+- Regression introduced in 1.6.5 where the texture region of a sprite was not correctly resized when the source image had been changed
+- Compilation errors occurring when creating a project with a dash character in its name. Additional checks have been added to replace illegal characters in script names
+- Multiple cases where modifications of a prefab were not propagated to the instances of this prefab
+- Preserve Nodes that were working improperly
+- Tracking changes in source images in the sprite sheet editor
+- Some scenarios where thumbnails never complete to build
+- Improved name collision handling when creating/importing assets
+- Issues with the selection of entities in the scene editor (some entities remained selected from the property grid point of view even after being unselected from the tree view)
+- Some windowing issues when multiple modal dialogs are displayed in the wrong order, preventing to close them
+- Several crashes occurring when modifying properties of entities
+- Drag'n'drop issues where it was sometimes hard to drag the correct asset or entity
+ 
+### Version 1.7.1-Beta
+
+Release date: 2016/07/04
+
+#### Enhancements
+
+- Increase the speed when manipulating entities that comes from prefabs
+
+#### Issues fixed
+
+- Fix scene editor not refreshing when changing properties of a component that was added just before
+- Fix audio engine creation on Windows 7 32bits
+- zlib1.dll was missing and preventing to use SDF fonts
+- Fix the rotation over time updater for particle systems
+- Fix the camera preview that wasn't properly handling when adding or removing the camera component
+
+### Version 1.7.2-Beta
+
+Release date: 2016/07/09
+
+#### Enhancements
+
+- Error messages added when fonts fail to load.
+- Add new identification scheme for Linux deployement
+- Slightly faster initialization of projects in the Game Studio
+
+#### Issues fixed
+
+- Fix issue making compute curve properties display improperly in the Game Studio.
+- Fix upgrade of assets that had SourceKeepSideBySide set to true
+- Fix a serialization issue with scenes that are using prefabs
+- Fix a potential crash that could occur when navigating through the selection history
+- Fix border thickness in UI did not take opacity into account
+- Fix copy of glslangValidator
+- Fix depth-stencil state of GameProfilingSystem
+
+### Version 1.7.3-Beta
+
+Release date: 2016/07/16
+
+#### Enhancements
+
+- Prevent unidentified exception to occur when the camera is not set in the graphics compositor 
+
+#### Issues fixed
+
+- Fix the property grid that was malfunctioning after certain types of operation
+- Fix updates from prefab that were sometimes not propagated to the instances of this prefab
+- Fix thumbnails of source code asset that were not properly generated sometimes
+- DDS now properly set header flags when saving cubemaps
+
+### Version 1.7.4-Beta
+
+- Hotfix release (critical crash in editor)
+
+### Version 1.7.5-Beta
+
+Release date: 2016/07/21
+
+#### New features
+
+- Effects can now be compiled directly by the runtime without needing an attached developer computer with Connection Router. This is still quite slow (and will be optimized later), but at least it solves many problem caused by the previous workflow. You can still go back to the previous mode in the "package properties" (right-click on the package in solution explorer), and setting the "Remote Compiler"
+
+#### Enhancements
+
+- Faster startup time (serialization code is initialized and JIT-ed more lazily)
+- Compatible with latest Xamarin iOS Alpha (symbols are static-linked, so unused P/Invoke needs to be removed)
+
+#### Issues fixed
+
+- Some fonts were not working properly with the new Signed Distance Field feature ([#436](https://github.com/SiliconStudio/xenko/issues/436))
+- Green and blue channels were inverted in the color curve editor
+
+### Version 1.7.6-Beta
+
+Release date: 2016/07/22
+
+#### New fatures
+
+- In the Sprite component, you can now choose the sampler between linear, point (nearest) and anisotropic ([#409](https://github.com/SiliconStudio/xenko/issues/409))
+
+#### Issues fixed
+
+- Default SpriteBatch and others precompiled shaders were missing integer precision, resulting shader links error on iOS
+- Particles: Ribbons geometry can now be split, useful to emit multiple separate groups of particles
+- D3D11: Check if QueryInterface of DebugDevice actually worked (sometimes it doesn't, i.e. when using RenderDoc)
+- Various fixes for additive animation
+- Fixed wrong exception text in AudioLayer initialization
+
+### Version 1.7.7-Beta
+
+Release date: 2016/07/29
+
+#### New features
+
+- FBX: Added PivotPosition in ModelAsset (in case it is not properly centered)
+- Engine: Added an experimental "DebugConsoleSystem" to easily display text (API might change)
+
+#### Issues fixed
+
+- GameStudio: Undo was not working properly for the first change (due to the undo flag not being properly reset)
+- GameStudio: Some asset change notifications were not sent properly in case of undo/redo
+- GameStudio: Entity focus was not working in some cases
+- GameStudio: Fix EntityComponent reloading after assembly reload
+- GameStudio: Picking in GameStudio was not working properly with some AMD cards
+- GameStudio: String could not be used on the value side of a dictionary (in property grid)
+- Audio: Only create one audio engine, even if multiple game are started
+- FBX: Fix some cases where a material was not properly set
+- Various bugfixes
+
+### Version 1.7.8-Beta
+
+Release date: 2016/08/05
+
+#### New features
+
+- Greatly improved performance when building assets (esp. when no changes) and loading Visual Studio solution; it was due to wildcard patterns in our build target files, forcing MSBuild to list files recursively
+- Serialization code is now lockless for the hot path (faster startup)
+- Graphics profile are now cached on D3D, making it faster to open new 3D windows in the GameStudio
+
+#### Issues fixed
+
+- Physics bugfixes & optimizations (don't process bone when disabled, and disabled in editor)
+- SDL2.dll was missing when targeting OpenGL
+- Vulkan: sometimes texture pixel size was not properly computed, resulting in invalid Texture CPU readback
+- Fixed a crash when creating new packages
+- D3D12: pipeline state was not properly reset on ClearState & CommandList resets
+- D3D12: rewrote texture and buffer initial data upload, which was failing on AMD hardware
+- D3D12: optimizations to avoid calling unecessary state changes
+
+### Version 1.7.9-Beta
+
+Release date: 2016/08/05
+
+Note: emergency bugfix for 1.7.8 release, which was not properly copying native libraries.
+
+## Known Issues
+
+- Sometimes duplicate contacts are detected by the physics engine.
+- On Linux, when switching the underlying Graphics Platform, rendering will not occur. Delete the cache, local and roaming folder on the Linux host and restarting the game should fix the issue.
+- Linux Mono has some troubles with the new effect compiler (since 1.7.5-Beta). Please use the "remote compiler" in the "package properties" (right-click on the package in solution explorer), or use Linux CoreCLR in the meantime.

+ 306 - 0
en/ReleaseNotes/ReleaseNotes-1.8.md

@@ -0,0 +1,306 @@
+# Xenko 1.8 release notes
+
+## Highlights
+
+Xenko release 1.8 introduces three major new features along with several relevant enhancements to existing features.
+
+We are proud to be able to offer you our new **UI Editor**, enhanced performance via our newly **multithreaded engine** with Vulkan support and our new **Prefab Model**.
+
+Also, for your cutting edge rendering needs, we now support **SSAO** and **cel (toon) shading**!
+
+### UI Editor
+
+This release introduces new UI assets along with a brand-new UI editor, so that you can create amazing UI directly from the Game Studio!
+
+[![UI Editor](https://img.youtube.com/vi/YlCViinxviI/0.jpg)](https://www.youtube.com/watch?v=YlCViinxviI "UI Editor")
+
+The UI editor provides a full WYSIWYG experience. You can author the whole visual tree of your UI, edit the properties of each UI element (such as layout, background color, etc.) and preview its rendering.
+
+Two new assets are available:
+* **UI Page asset**: represents a typical tree of UI elements that can assigned to the UI Component of an entity in the scene or prefab editor.
+* **UI Library asset**: represents a collection of UI trees (similar to prefabs) that can be reused by other UI Pages.
+* Both have runtime equivalents. UIComponent now expects a UI Page. A UI Library is useful to create or edit UI at runtime.
+
+And since it is built on the same system as archetypes and prefabs, you can easily create shared UI parts, override some properties and have changes propagating automatically.
+
+### Performance
+
+#### Multithreading
+
+Many computationally intensive systems have been multithreaded. Expect a major increase in performance and better scaling to correspond with the size of your game! We have observed up to 6 times higher frame rates for heavily CPU bound scenes so far (on a typical 4-core CPU).
+
+[![Multithreading demo](https://img.youtube.com/vi/sJ2p982cZFc/0.jpg)](https://www.youtube.com/watch?v=sJ2p982cZFc "Multithreading demo")
+
+Parallelized code includes many `EntityProcessors` and almost every part of our recently rewritten **rendering pipeline**. On **Vulkan** and **Direct3D12** this includes also recording of drawing command lists, giving them an edge over the other APIs.
+
+![Multithreading](media/ReleaseNotes-1.8/multithreading.jpg)
+
+Developers can find classes and utilities for concurrent programming in the `SiliconStudio.Core.Threading` namespace, e.g. `Dispatcher.For()`, which resemble the Task Parallel Library, but are more lightweight and tailored for work performed every frame in a game's update loop.
+
+Over time, we will look into multithreading more parts of the engine, including independent subsystems, such as different phases of the `RenderSystem` and `Scripts`.
+
+#### Prefab Model
+
+The Prefab Model is a new type of Model asset that generates an optimized baked and merged single model from a prefab.
+
+It merges meshes together by material and vertex layout. You can easily go from thousands of draw calls to one or two draw calls.
+
+To use it, just create a new Prefab Model asset from the Game Studio and assign a prefab to it.
+Make sure that the base prefab is just containing static entities as only `ModelComponent` types are merged.
+
+### Rendering
+
+#### SSAO
+
+Ambient Occlusion was added to the list of post-processing effects. The current technique implements [Scalable Ambient Obscurance](https://graphics.cs.williams.edu/papers/SAOHPG12/). It exposes a variety of options, including number of tap samples, intensity, tap radius and back buffer size.
+
+![SAO comparison shots](media/ReleaseNotes-1.8/SAO.jpg)
+
+It is currently part of the post-effect pipeline, but will later move to the lighting pipeline for more realistic rendering.
+
+#### Cel Shading
+
+Cel shading (or Toon shading) is now available as a rendering model with both Diffuse and Specular rendering options. The default implementation limits the light product to binary or 3-cuts discrete levels. You can also reference a ramp texture for better artistic control.
+
+[![Cel Shading](https://img.youtube.com/vi/RJDrG1QR3Uo/0.jpg)](https://www.youtube.com/watch?v=RJDrG1QR3Uo "Cel Shading")
+
+## How To Upgrade
+
+### UI
+
+The UIComponent `RootElement`  property has been replaced with the `Page` property. It now expects an instance of the `UIPage` type. Scripts that were setting the `RootElement` property need to be updated:
+
+```
+// previous code (will not compile)
+var grid = new Grid();
+var component = Entity.Get<UIComponent>();
+component.RootElement = grid;
+
+// new code
+var grid = new Grid();
+var component = Entity.Get<UIComponent>();
+component.Page = new UIPage
+{
+    RootElement = grid
+};
+```
+
+Due to the slight API and behavior changes made to UI system, you might have to adapt some other part of your code. For example:
+
+```
+var text = new TextBlock();
+var canvas = new Canvas();
+canvas.Children.Add(text);
+
+var position = new Vector3(0.0f, 1.0f, 0.0f);
+// previously setting this attached property will also set Canvas.UseAbsolutePositionPropertyKey to false automatically
+text.DependencyProperties.Set(Canvas.RelativePositionPropertyKey, position);
+// now you need to set it explicitly
+text.DependencyProperties.Set(Canvas.UseAbsolutePositionPropertyKey, false);
+// note that using extension methods is the recommended way, and does all of that in a more concise way:
+text.SetCanvasRelativePosition(position);
+```
+
+## Changelog
+
+### Version 1.8.0-Beta
+
+Release date: 2016/08/31
+
+#### Enhancements
+
+##### General
+
+- Added a `DebugConsoleSystem` to be able to print basic debug information in game.
+- Added Utility methods `FindChild` and `FindRoot` to `Entity`.
+- Animation blend trees can now be created in script. The `AnimationBlend` pre-built script shows how to do it easily
+- Updated Roslyn to 1.3.2
+
+##### Assets
+
+- Yaml scene files now encode entity and component references in a much more compact way
+- Yaml serialization order is now following class declaration order
+
+##### Audio
+
+- Game studio side: added hard limits in Compression ratio, also now it is using a slider.
+- Added `SetRange` in `SoundInstance` to be able to set play range, it also enables seeking.
+- Added `Position` property in `SoundInstance` to be able to know the position in time of your playing instance.
+- Added `PlayAndForget` to `AudioEmitterSoundController` to play many instances of the same sound rapidly.
+- Added RequestedAudioDevice in AudioSystem to allow game code to select audio devices (Windows only for now).
+- `AudioEmitterComponent` now contains a dictionary of sounds that can be used from the emitter, those can be set from the Game Studio directly!
+- Game Studio sound preview now uses the internal engine, this means that you can directly preview the compression rate!
+
+##### Graphics
+
+- CommandList can now compiled and executed
+- Constant Buffers are now uploaded in a single GPU Buffer and set with offsets on platform/API that support this mode
+- D3D12: reduced number of API calls
+
+##### Game Studio
+
+- About Page accessible from Menu-->Help-->About.
+
+##### Input
+
+- Added preliminary controller vibration support with `Input.SetGamePadVibration`
+
+##### Particles
+
+- Particle rendering now uses the improved multithreaded pipeline, significantly speeding up the vertex buffer building.
+
+##### Samples
+
+- Several samples have been removed. Particles and Physics samples have been greatly reduced and merged into only two, which allows the user to check more features with a single sample.
+
+#### Issues fixed
+
+##### Physics
+
+- Procedural models can now be used as a source to generate convex hull shapes.
+- We are now using the github version of Bullet Physics and actively cooperating with the project.
+- Fixed ColliderShape cached matrices computation.
+
+##### Game Studio
+- Credential dialog will now save the credential settings when closing.
+- Credential dialog will not appear if you checked "Do not ask again".
+- Fix hang when launching a Linux game remotely.
+
+#### Breaking changes
+
+##### UI
+
+- The UIComponent expect a UI Page in place of the previous Root Element property.
+- Most dependency properties were changed into regular C# properties, except the ones that are attached properties (such as the Column and Row attached property of a Grid).
+- In desktop, TouchMove event is also raised when no mouse button are pressed.
+- Default style of the UI has been removed.
+
+##### Audio
+
+- Remove Play with boolean argument from `SoundInstance`, instead the same behavior will be achieved by using PlayExtended or Play.
+- Rename `IsLooped` into `IsLooping`.
+- Deprecated: `GetSoundController`, `AttachSound`, `AttachSounds`, `DetachSound`, `DetachSounds`. Please add sounds now from the `AudioEmitterComponent`
+
+##### Physics
+
+- `Collision.Contacts` is now an `HashSet` so access by index is not possible anymore, please use `foreach` or iterate them instead.
+
+##### VR
+
+- Add audio, status and re-center support for Oculus Rift.
+
+##### Linux
+
+- Fix Mono issue with the new effect compiler (introduced in 1.7.5-Beta). No need to enable the "remote compiler" anymore in the "package properties".
+
+
+### Version 1.8.1-Beta
+
+Release date: 2016/09/09
+
+#### Enhancements
+
+##### Game Studio
+
+- Current selection in the UI editor can be changed from the context menu. This is especially useful to select an element that is covered by another.
+- Add snapping when moving or resizing a element in the UI editor.
+
+#### Issues fixed
+
+- Fix a compilation issue with Prefab Models using other Prefab Models to be compiled
+- Fix and improve edition of Generics and Composition Nodes for Shader class nodes in materials
+
+##### Game Studio
+
+- Fix a potential NullReferenceException when validating a range value in the property grid.
+- Creation of derived asset (ArcheType) for UI page or UI library are not supported, but were still allowed.
+- Fix an issue with message box that returned a wrong value when the user chose to close it instead of clicking on one of its button. This could result in data loss when asked to save the project upon closing the Game Studio.
+- Remove incorrect GPL headers in script templates, e.g. BasicCameraController ([#457](https://github.com/SiliconStudio/xenko/issues/457)).
+- Display error message in credential dialog when remote location does not exist instead of reporting invalid credentials.
+
+##### Linux
+- Fix failure when compiling shaders for the Vulkan backend on the remote host.
+
+##### Particles
+
+- Particles materials refactored, significantly improving memory performance.
+
+##### Samples
+
+- Fix samples were depending on the wrong version of Xenko.
+
+
+### Version 1.8.2-Beta
+
+Release date: 2016/09/21
+
+#### Enhancements
+
+##### Game Studio
+
+- Improve snapping when moving or resizing an element in the UI editor: moved element will be "attracted" by the parent container bounds or siblings like magnets. This should ease aligning elements with one another.
+- Auto adjust alignment property when moving to left/right (resp. top/bottom) edge of the parent container.
+- The single root of a UI page can be removed and a new one can be added instead.
+- Improve responsiveness of the Game Studio.
+
+#### Issues fixed
+
+##### Game Studio
+
+- Fix magic wand tool not working inside the sprite region.
+- Fix an issue when removing the single root of a UI page.
+- Fix some user operations that were taking a very long time to be executed.
+- Fix a crash when setting materials in a model component.
+
+##### Physics
+
+- Fix some memory leaks.
+
+##### Samples
+
+- Fix some scripts that were depending on C# level 6 features.
+
+
+### Version 1.8.3-Beta
+
+Release date: 2016/10/07
+
+#### Enhancements
+
+##### Editor
+- Creating a Prefab from a group of entities will name it after the first entity
+- More relevant messages displayed now when assets are not found
+
+##### Physics
+
+- Add a new Jump method which supports an arbitrary jump vector.
+- Add NormalizedDistance to HitResult.
+- Add a version of RaycastPenetrating ( and shape sweep ) that accepts a group and filters accordingly.
+- Add optional offsets to convex hull shapes.
+- Make Move method obsolete, the new method to use from now is SetVelocity which internally applies the simulation fixed time step.
+- Change Character controller's max slope default value to 45 degrees
+
+#### Issues fixed
+
+##### Engine
+
+- Fix calculation of bounding boxes of skinned meshes.
+- Fix culling mode for meshes with negative scale.
+- Disable bloom, light streaks and lens flares when the bright-pass is disabled.
+- Fix an issue with Event system and scheduling.
+
+##### Physics
+
+- Fix debug shape rendering of static colliders when those colliders are forced to move
+- Fix debug shape rendering of enabled/disabled entities.
+- Fix issues with Jumping
+- Fix transformation propagation of dynamic bodies when in a skeleton.
+
+##### Serialization
+
+- Fix an issue in SharpYaml preventing generic types to be properly serialized. For instance List<string> can now be used from a script.
+
+
+## Known Issues
+
+- On Linux, when switching the underlying Graphics Platform, rendering will not occur or fail. Delete the cache, local and roaming folder on the Linux host and restarting the game should fix the issue.

+ 409 - 0
en/ReleaseNotes/ReleaseNotes-1.9.md

@@ -0,0 +1,409 @@
+# Xenko 1.9 beta release notes
+
+## Highlights
+
+Xenko 1.9 Beta introduces several major new features along with several relevant enhancements to existing features.
+
+We are excited to offer three new game templates to speed up your game design time, a brand new script editor as well as expanded copy-paste functionality.
+
+The last major new feature is our new Navigation Mesh system.
+
+### Game Templates
+
+We have added several templates packed with a lot of functionality to help you kickstart your games. Choose from:
+
+* First Person Shooter
+* Third Person Platformer
+* Top-View RPG
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/game_templates.jpg">
+   <source src="media/ReleaseNotes-1.9/game_templates.mp4" type="video/mp4">
+</video>
+
+All of them come with basic camera and player functionality found in most games of their respective genres. They also have many production-quality assets so you can easily try different features on your own.
+
+In addition to the game templates, the **New Game** project now includes optional packages with all the assets we used to build the samples. Unlike the game templates which are trimmed down, the optional packages include ALL assets, including some which are not used by any Xenko sample.
+
+### Script Editor
+
+To ease friction from switching back and forth between the Game Studio and your IDE, we’ve built a new Script Editor.  Relying fully on Visual Studio is no longer necessary because you can now edit your code directly within the Game Studio itself. You’ll get full syntax highlighting, auto-completion, live diagnostics and even the ability to auto-reload C# files and projects that changed on your hard drive due to changes in your external editor (e.g., Visual Studio).
+
+In fact, expect:
+* Highlight, auto-completion and live diagnostics is available in the Xenko API, your own game code and libraries that you use
+* Auto-reload C# scripts and C# project changes that happened in the background
+* A Visual Studio like experience for all your code editing!
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/script_editor/code_completion.jpg">
+   <source src="media/ReleaseNotes-1.9/script_editor/code_completion.mp4" type="video/mp4">
+</video>
+
+We had some help from Microsoft’s .NET compiler, [Roslyn](https://github.com/dotnet/roslyn), so Xenko users will also receive the full benefit of all the latest features of .NET. Adding a Rosyln-based Script Editor makes it easier to keep up with the latest C# updates.
+
+Using the Xenko Script Editor is fairly straightforward. Just follow these steps:
+
+* Create a new project/game in Game Studio
+* Add a script in Game Studio
+* Edit the script in Game Studio
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/script_editor/create_script_gamestudio.jpg">
+   <source src="media/ReleaseNotes-1.9/script_editor/create_script_gamestudio.mp4" type="video/mp4">
+</video>
+
+C# scripts saved on Visual Studio side (or any text editor, for that matter) will automatically be updated in Game Studio without reloading. Same goes for project changes (.csproj): new scripts will appear automatically upon saving. GameStudio will automatically listen for file changes on the hard drive and update them live, or ask you what to do in case of conflicts.
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/script_editor/external_changes.jpg">
+   <source src="media/ReleaseNotes-1.9/script_editor/external_changes.mp4" type="video/mp4">
+</video>
+
+Under the hood, [Rosyln](https://github.com/dotnet/roslyn) is the underlying technology that can process your Xenko source code. But we didn’t stop there! We were fortunate to find [AvalonEdit](http://avalonedit.net/), which provided us what we wanted for the visual appearance of the UI aspect of the Xenko script editor. We also integrated [RoslynPad](https://roslynpad.net/), which connects Roslyn and AvalonEdit together.
+
+### Navigation Meshes
+
+In Xenko 1.9β, you can create a **navigation mesh** powered by [Recast and Detour](https://github.com/recastnavigation/recastnavigation) with **real-time feedback** directly in the **Xenko GameStudio!** The navigation mesh is especially useful for RPGs or top-down strategy games, as you can use it to **guide characters through complex scenes**. The real-time feedback makes it easy to adjust and conveniently customize AI movement and the dimensions of the navigation mesh itself. The green outline of Xenko’s Navigation Mesh shows where the AI comes into play and where the colliders are set.
+
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/navmeshes/withOutlineAE.jpg">
+   <source src="media/ReleaseNotes-1.9/navmeshes/withOutlineAE.mp4" type="video/mp4">
+</video>
+
+In the videos, you can see how the AI navigates the level using the logic within the navigation mesh, and how the colliders will automatically be set in real-time. Of course, you can script AI movement manually, too.
+
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/navmeshes/NoOutlineAE.jpg">
+   <source src="media/ReleaseNotes-1.9/navmeshes/NoOutlineAE.mp4" type="video/mp4">
+</video>
+
+### Copy & Paste Functionality Expanded
+
+In the past we only supported copy and pasting of assets, but now you can **copy-paste pretty much anything** in the Game Studio.
+
+Any entities in a scene are now copyable, as well as any sprites of a sprite sheet, UI elements, or even a single property in the property grid! For instance, you can copy a list and perform any of the following operations.
+
+* Insert it into another list at various positions, for example:
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/copy_paste/Copy_InsertIntoList.jpg">
+   <source src="media/ReleaseNotes-1.9/copy_paste/Copy_InsertIntoList.mp4" type="video/mp4">
+</video>
+
+* Copy and insert into the list (by pasting at a list item level).*
+
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/copy_paste/Copy_AppendToList.jpg">
+   <source src="media/ReleaseNotes-1.9/copy_paste/Copy_AppendToList.mp4" type="video/mp4">
+</video>
+
+* Copy and append to a list, for example, append it to the end of the list.
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/copy_paste/Copy_ReplaceList.jpg">
+   <source src="media/ReleaseNotes-1.9/copy_paste/Copy_ReplaceList.mp4" type="video/mp4">
+</video>
+
+* Copy and replace the whole list.
+
+A bit more difficult to explain, but perhaps easier to show than write about is **copy and replace at an item level**. This action (shown in the video below) will remove the item (at its position in the list) and insert the copied ones starting at the same position of the item in the list. In our example below, the copy replace starts from Item 2 in List 2:
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/copy_paste/Copy_ReplaceIntoList.jpg">
+   <source src="media/ReleaseNotes-1.9/copy_paste/Copy_ReplaceIntoList.mp4" type="video/mp4">
+</video>
+
+
+Some information about copying entities and prefabs:
+
+**An entire hierarchy of entities can be copied from one scene or prefab to another scene or prefab**. Prefab instance will keep their reference to the source prefab as illustrated in the following example:
+
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/copy_paste/CopyPaste_BetweenScenes2.jpg">
+   <source src="media/ReleaseNotes-1.9/copy_paste/CopyPaste_BetweenScenes2.mp4" type="video/mp4">
+</video>
+
+*The prefab “MyHero” is copied into the scene. Links to the prefab are maintained.*
+
+
+It is also possible to **copy a component from an entity and paste it into another entity**.
+
+
+**Any absolutely any property that can be serialized can be copied**. You can copy something from one scene to another scene, from a sub-element in one scene to another scene and even from a scene to a text file, back and forth as needed. You can also copy simple values in the property grid (e.g., primitives such as int, vector3, string…) between separate Game Studio instances if that is something you find practical and useful.
+
+
+Here’s an example of copying between scripts and transform entities in the GameStudio Property Grid: 
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-1.9/copy_paste/CopyPaste_PropertyGrid.jpg">
+   <source src="media/ReleaseNotes-1.9/copy_paste/CopyPaste_PropertyGrid.mp4" type="video/mp4">
+</video>
+
+### .NET Standard
+
+Starting with Xenko 1.9, shared Game assemblies will be created using [.NET Standard](https://docs.microsoft.com/en-us/dotnet/articles/standard/library) rather than PCL.
+
+It offers [many advantages](https://blogs.msdn.microsoft.com/dotnet/2016/09/26/introducing-net-standard/): much better API surface for the developer, improved forward and backward compatibility, reduced fragmentation, finer-grained modularity of the framework, easier to write cross-platform apps, more frequent updates, etc.
+
+Newly created applications will target .NET Standard 1.4, but users are of course free to target a different version. Also, your existing PCL projects will still work as is, but we recommend you to update your projects to .NET Standard!
+
+### Assembly Reloading
+
+Iterating on code is very important. So far, Xenko was supporting changes in scripts: as soon as you saved any C# file, Game Studio was offering to recompile and reload the assembly with the updated scripts. If there is an error loading the type, you can still edit other part of the asset, save it back while preserving the parts that could not be loaded.
+
+In this version, we generalized the approach so that any type embedded in your assets can be reloaded! As a result, you can now implement your own classes for anything you want directly in your game or plugin assemblies, and keep editing them without restarting the Game Studio.
+
+This includes renderers, material features, and will soon be extensively used in new assets.
+
+## Breaking changes
+
+### Windows Phone and Windows Store Removed
+
+Windows Phone and Windows Store platforms are both removed.
+Please use the newer `Universal Windows Apps (UWP)` instead. This platform was previously known as `Windows 10`.
+Projects will be automatically upgraded to reflect this change.
+
+Also, we renamed preprocessor definition `SILICONSTUDIO_PLATFORM_WINDOWS_RUNTIME` into `SILICONSTUDIO_PLATFORM_UWP`.
+
+### .NET Standard
+
+The switch to .NET Standard for newly created projects implies that:
+
+* Runtime .NET framework requirement when distributing your projects is bumped from .NET 4.5 to .NET 4.6.1.
+* You need Visual Studio 2015 to open and compile newly created projects
+* You can upgrade older projects to use .NET Standard using Visual Studio 2015 Update 3 (in project properties)
+* From version 1.9, we don't install prerequisites to compile PCL projects anymore. If you have somebody in your team still working on a project created with a previous version of Xenko on a fresh PC, please make them install Xenko 1.8 so that it installs the proper prerequisites (even if the project has been updated to a newer version of Xenko).
+
+
+### Asset Serialization
+
+We changed how we serialize asset in YAML. We introduced new concepts that improve how we can track overrides between an archetype or a prefab and assets/entities inheriting from it. Although everything happens "under the hood", this is a actually a heavy change that might impact the upgrading of your project.
+
+We removed asset upgrading for projects made with version 1.3 and below (released more than a year ago). It is possible that you experience some issues when upgrading a project made with versions 1.4 to 1.7, but you should properly be able to upgrade any project that uses version 1.8. However a few cases are not supported:
+* Dependency Properties of UI elements that are overridden from an UI library will be reset during upgrade. Therefore, properties such as Grid Column and Row will have to be manually restored.
+* Some case of overriden materials in the material list of ModelComponent might be improperly upgraded.
+
+### Dropping Support for Windows Store 8.1 and Windows Phone 8.1 
+
+To properly support the .NET Standard 1.4 and offer our developers a more up-to-date and robust API, we decided to drop support for Windows Store 8.1 and Windows Phone 8.1 platforms.
+
+As Microsoft seems to be focusing on Universal Windows Platform (UWP), we’ve also decided it was best to refocus on more pertinent and relevant platforms for Xenko users. UWP was introduced with Windows 10, and a whole range of devices already support it.
+
+Of course, you are free to stick with Xenko 1.8 in case you have a project targeting one of those two platforms -- we know this is a big change, and we will make every effort to help our developers with this transition. We apologize for the inconvenience, and aim to bring you a top-notch .NET user experience!
+
+Just as a reminder, we already support Universal Windows Platform (UWP) on x86, x64 and ARM as of Xenko 1.8, which means games and apps developed with Xenko can be deployed on a whole range of Microsoft devices, including [Xbox One](https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index). Until 1.9, this platform was named Windows10 in Xenko, but we took the liberty to rename it UWP to better match the official naming.
+
+## Changelog
+
+### Version 1.9.0-beta
+
+Release date 2016/11/24
+
+#### Enhancements
+
+##### General
+
+* From now on, new projects are created as .NET Standard projects rather than PCL projects.
+* `NuGet restore` is automatically run on projects having a `project.json` file
+* Bumped FBX SDK to 2017.0.1
+* Mesh importing now supports *ByEdge* smoothing which was previously ignored. If you notice any difference with vertex normals for your models please check your FBX export settings.
+* Prerequisites installer will ask for UAC once instead of many times, and perform a silent installation for all of the prerequisites.
+
+##### Game Studio
+
+* Previously, when an `EntityComponent` (i.e. script) couldn't be loaded because game or plugin assembly didn't compile properly, we kept a Yaml representation of it so that it could be saved or reloaded after a code fix. Now we allow it to happen anywhere, so that you can use and/or implement custom classes for any type of the engine in your game/plugin.
+* Improve asset logs and errors to properly display failure/warning icon on all assets, including the one with icon-style thumbnails.
+* Improve loading/refreshing of assets in the scene editor.
+* Asset editors will display a * in the tab name when an asset is dirty.
+* Add editor for C# source code.
+* C# files and .csproj files are automatically reloaded as they are modified on hard drive (using a Yes, Yes to All, No, No to All dialog).
+* C# files have their own undo/redo stack
+* Add a Save All button that saves both assets and source code files.
+* The Game Studio now uses _AvalonDock_ as docking system
+* Improve DPI support ([#454](https://github.com/SiliconStudio/xenko/issues/454) and [#470](https://github.com/SiliconStudio/xenko/issues/470))
+
+##### Assets
+
+* Asset YAML serialization has been changed to handle overrides in collection in a better way. More scenario of overrides are now supported.
+* `SharpYaml` has been integrated into our codebase as `SiliconStudio.Core.Yaml`. Most of the duplicated types have been merged back in the `SiliconStudio.Core.Reflection`.
+* Assets don't use a ~Base section nor a ~BasePart.
+* Change `Asset.Id` to be of an `AssetId` type rather than `Guid`, to avoid invalid comparisons with other kind of ids.
+* Remove the `Properties` member of Package.
+* Introduce a new assembly Assets.Quantum 
+* Overrides of properties is now handled using _Quantum_ instead of `ShadowObject`.
+* Remove the asset diff/merge classes.
+
+##### Engine
+
+* DataSerializers are now generated in a file with .pdb information, so that the user can debug them.
+* Add Local offsets to procedural models.
+* `EntityComponent` now implements `IIdentifiable` and has an `Id` property.
+
+##### Audio
+
+* Add `SetRange` support to `AudioEmitterSoundController`
+* Improve compilation speed of audio files
+
+##### Materials
+
+* Normal maps now have the option to `Invert Y`, supporting both textures where the green component is facing up or down
+
+##### Particles
+
+* Minor optimizations around vertex buffer building
+* Add StopEmitters() method to the particle system, which prevents new particles from spawning without pausing the entire system
+
+##### Physics
+
+* Add Cone collider shape.
+* Replace float with `AngleSingle` for `MaxSlope` of character controllers.
+
+#### Issues Fixed
+
+##### General
+
+* UWP platform now uses UniversalWindowsPlatform 5.2.2 (was previously 5.0.0).
+
+##### Game Studio
+
+* Fix many issues with property overrides.
+* Fix many issues when setting/overriding materials in ModelComponent.
+* Asset logs were not properly sent forward to editor, resulting in an empty log for all assets.
+* Sometimes there was a deadlock when compiling effects due to the way we were using the thread pool and task continuations.
+* Fix performance issue that could occur when duplicating entities with the same name many times.
+* Fix 'Rename' menu entry when right-clicking a folder of the scene editor.
+* Fix crashes in the UI editor that could occur when deleting or moving an element.
+* Fix crashes in sprite sheet editor that could occur when deleting, duplicating or moving sprites.
+* Fix sort order of assets in the asset view.
+
+##### Assets
+
+* Fix tangents of imported meshes, when transforms are negative along some axes
+
+##### Engine
+
+* Several issues with spot lights were fixed, including shadow maps
+* Fix flickering of some materials when no ambient light is present
+* Fix an issue on OpenGL that caused low frame rates when using post effects, due to blocking GPU-readback
+
+##### Animation
+
+* Fix a bug where an empty animation clip caused a crash
+
+
+### Version 1.9.1-beta
+
+Release date 2016/11/29
+
+#### Issues fixed
+
+#### Game Studio
+
+* Moving or renaming an asset that has overridden properties (eg. a scene using prefabs) was loosing override information once saved.
+
+##### Engine
+
+* Normal maps issue fixed where z-component was wrongly assumed to be 1 (it's now equal to sqrt(1 - x^2 - y^2))
+* Depth of Field halo around foreground objects issue resolved
+
+##### Samples
+
+* Missing normal maps on some samples have been restored
+
+
+### Version 1.9.2-beta
+
+Release date 2016/12/13
+
+#### Enhancements
+
+##### Game Studio
+
+* Maintaining ALT key down when dropping a prefab into a scene won't create a container entity for the prefab instance.
+* Creation of prefabs from entities that are already instances of other prefabs and contains overridden properties will maintain prefab links and overrides in the newly created prefab.
+
+#### Issues fixed
+
+##### Game Studio
+
+* Duplicating an entity that was linked to a prefab was not maintaining the prefab link to the copy in some scenarios.
+* Adding a new or existing package to a solution was causing a crash.
+* Fix hashing of source files to detect if an source file has changed.
+* Adding a component that requires unicity to a prefab when one of the instance already had an instance of this prefab was crashing.
+* Fix a crash that could occurs when removing an animation or a sound from an Animation Component or an Audio Emitter Component while the Game Studio was still compiling the asset.
+* Render stages are now properly re-evaluated when a property affecting rendering is modified (eg. casting shadows, adding transparency to a material...)
+* Fix insert position when dropping multiple assets into a scene at the same time
+* Fix opening a scene from a package project that is not a game was crashing.
+* Fix a crash that was occurring when adding a new Override in the GameSettings asset
+* Fix an issue when copy/pasting a component that requires unicity to an entity that already has one. Now the user will be correctly prompted whether this component should be replaced by the copy.
+* Fix incorrect filter list of asset types in the asset view.
+
+##### Engine
+
+* Fix an issue in the code detecting when a second component of the same type is added to an entity that should accept only one component of that type.
+* Spotlights with shadows bug fix where multiple spotlights would reference the wrong shadowmap.
+* Normal maps property names changed and some shader crashes fixed.
+* Fix compressed normal maps having different signedness on different platforms; they are now always unsigned
+* Fix Z component of normal maps when Scale & Offset is enabled
+* Fix NaN values in normal mapping which caused glitches in post effects
+* Fix shadow map range computation that caused parts of the scene not to be lit
+* Reenable shadow cascade blending when automatic depth range computation is enabled and reduce the region of blending
+* Fix invalid IL that prevented building UWP apps in release mode
+
+
+### Version 1.9.3-beta
+
+Release date 2017/1/11
+
+#### Enhancement
+
+#### Game Studio
+
+* Maintaining ALT key down while moving an entity to a different parent will now keep its absolute position/orientation/scale
+* Display the current version of Xenko in the Project Selection window
+* Add more logging messages when creating a new project
+* Improve tab header presentation, allow to see all open editors at once
+
+##### Engine
+
+* Animation: UpdateEngine (used by animation system to update values) will skip updating values if target is an array or list (i.e. list of bones) whose size is not big enough. This was previously leading to memory corruption.
+
+#### Issues fixed
+
+##### Game Studio
+
+* Fix issues with collection properties in the property grid.
+* Fix an issue where thumbnail backgrounds get dark when in Gamma rendering pipeline.
+* Fix some broken cases when clearing the archetype of an asset
+* Fix a crash when dropping an object into the viewport
+* Fix many crashes and issues occurring when moving or duplicating entities and folders in the entity tree of a scene or a prefab
+* Fix some issues with selection of entities
+* Fix issues with some pane of the editor not being visible while they were checked as visible in the View menu
+* Prevent TreeViews to change scroll position when selecting an item if they were scrolled to another position while they didn't have the focus
+* Fix properties that were all grayed when selecting multiple objects.
+* Fix a case where Script assets would not open in the external text editor.
+
+##### Particles
+
+* Fix a bug where Edge and Center definitions for trail shape renderer were swapped
+* Fix a bug where None for particle material still displays color
+
+##### Physics
+
+* Fix 2D boxes shapes collisions.
+* Fix drawing of Characters debug shapes at run-time.
+* Throwing if mass is negative.
+* Fixed an issue with scaling and single collider shapes
+
+##### Audio
+
+* Fix XAudio audio clipping when sounds were not looped.
+* Fix OpenSLES multiple play of non looped sound.
+
+#### Improvements
+
+##### Game Studio
+
+* Normal maps and Grayscale textures will now appear as 3-channel textures in the thumbnails and the preview.
+
+##### Connection Router
+
+* Due to the way adb was spawning a daemon process, connection router port was locked due to socket handle inheritability. This is now properly disabled.
+
+## Known Issues
+
+* On Linux, when switching the underlying Graphics Platform, rendering will not occur or fail. Delete the cache, local and roaming folder on the Linux host and restarting the game should fix the issue.
+* Performance issues on mobile (being worked on)
+* On iOS if `Enable device-specific builds` is toggled on (from the project properties) it won't be possible to debug game code. Please manually select the architecture of your device from the Advanced tab to speed up your development.

+ 358 - 0
en/ReleaseNotes/ReleaseNotes-2.0.md

@@ -0,0 +1,358 @@
+# Xenko 2.0 release notes 
+
+## Highlights
+
+### Scene hierarchy and scene streaming
+
+Working with scenes has become more flexible. Instead of a single scene, your game can now use a hierarchy of scenes to organize entities into levels, areas or layers, and let teams collaborate on them more efficiently.
+
+Game Studio displays child scenes together with their parent. Individual scenes can be loaded, unload, locked and moved around.
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/scene_editor_640.jpg">
+   <source src="media/ReleaseNotes-2.0/scene_editor_640.mp4" type="video/mp4">
+</video>
+
+When running your game, the **default scene** set in your **game settings** is loaded as the **root scene** and can be used to store persistent entities. More scenes can be dynamically loaded and unloaded from scripts and added as **child scenes**.
+
+```cs
+var childScene = Content.Load<Scene>("myChildScene");
+SceneSystem.SceneInstance.RootScene.Children.Add(childScene);
+```
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/scene_streaming_640.jpg">
+   <source src="media/ReleaseNotes-2.0/scene_streaming_640.mp4" type="video/mp4">
+</video>
+
+To get started, take a look at the new built-in `SceneStreamingScript`. It demonstrates background scene loading when passing through trigger volumes. 
+
+You can now use a scene's `Offset` to move its entities both at design time and runtime.
+
+The `ChildSceneComponent` has been removed. We encourage all entities to be managed by a single **entity manager** and rendered by a single **graphics compositor**.
+
+### Virtual reality
+
+Enabling VR is now as simple as a single click!
+
+Xenko's clustered forward rendering, with its multisample anti-aliasing, makes it ideal for VR. Xenko uses a single API for every device, with native support for Oculus and HTV Vive (more devices coming very soon).
+
+Xenko comes with a VR game sample that shows you how to implement VR gameplay, including environment interaction and teleportation:
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/vr_template_640.jpg">
+   <source src="media/ReleaseNotes-2.0/vr_template_640.mp4" type="video/mp4">
+</video>
+
+Save valuable time by visualizing and testing VR directly from the scene editor:
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/vr_editor_640.jpg">
+   <source src="media/ReleaseNotes-2.0/vr_editor_640.mp4" type="video/mp4">
+</video>
+
+### Global illumination with light probes
+
+Light probes capture the lighting at the position you place them. They simulate indirect light, the effect of light bouncing off surfaces and illuminating other surfaces.
+
+They can make a dramatic difference to the mood and appearance of your scene.
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/light_probes_640.jpg">
+   <source src="media/ReleaseNotes-2.0/light_probes_640.mp4" type="video/mp4">
+</video>
+
+Light probes can be **placed freely** and are processed **per pixel**. This means you can use them not only on small dynamic objects, but also large or static objects (until we have light maps for those!).
+
+Last but not least, you can now very easily capture a DDS cubemap from current camera position in editor, for use as a diffuse or specular skybox light.
+
+### Light shafts
+
+Xenko now supports shadow map-based light shafts for directional lights.
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/lightshaft_CoS_640.jpg">
+   <source src="media/ReleaseNotes-2.0/lightshaft_CoS_640.mp4" type="video/mp4">
+</video>
+
+Our implementation uses ray-marching rather than post effects, making the shaft visible and cool-looking even if the light source isn't visible.
+
+<video autoplay loop class="responsive-video" poster="media/ReleaseNotes-2.0/lightshaft_640.jpg">
+   <source src="media/ReleaseNotes-2.0/lightshaft_640.mp4" type="video/mp4">
+</video>
+
+### Graphics compositor
+
+The graphics compositor is now a separate asset.
+
+Rendering parameters (such as VR) and post effect parameters can be tweaked in just a few clicks.
+
+![Graphics compositor](media/ReleaseNotes-2.0/graphics_compositor.jpg)
+
+This is just the first step towards making the graphics compositor easy to customize and extend. Stay tuned for more changes in future releases! 
+
+### Improved Visual Studio experience
+
+We now have full support for **Visual Studio 2017**!
+
+* Xenko Visual Studio extension now supports Visual Studio 2017
+* Game Studio recognizes Visual Studio 2017
+* Games can use C# 7.0, and our script editor can recognize C# 7.0 and offer C# 7.0 refactoring thanks to Roslyn (you need to make your solution VS2017+ for it to work)
+* Our internal `AssemblyProcessor` which perform various operations on generated assemblies can now work with portable PDB (as generated by .NET Standard projects)
+
+Programmers working with Xenko often go back and forth between Game Studio and Visual Studio. To make their lives easier, we made a few key improvements to the Xenko Visual Studio extension:
+
+* You can now open the current solution in Game Studio directly from Visual Studio.
+* Syntax highlighting didn't behave well when switching theme.
+* Previously, when assets are compiling, MSBuild didn't report any progress until finished. It now displays information, warnings and errors while it compiles.
+
+Also, our whole build infrastructure and script editor is now based on the latest version of MSBuild 2017 and Roslyn. Supporting the new VS2017 Project System with .NET Standard is just a few steps away!
+
+### Faster and lighter
+
+In order to provide a better experience for users, we've been working hard on various fronts to make the editor smoother and more responsive. This is still a work in progress and expect regular improvements.
+
+Also, the package size is almost three times smaller, resulting in much faster download and install time.
+
+## Breaking changes
+
+### Backward compatibility
+
+Xenko 2.0 supports project upgrades only for projects created with Xenko 1.10 Beta. If you want to upgrade a project made with an older version, update it to Xenko 1.10 first.
+
+### Visual Studio support
+
+Xenko 2.0 supports Visual Studio 2015 and Visual Studio 2017 as IDEs. Visual Studio 2013 and earlier versions are no longer supported. 
+
+When upgrading a project from earlier version, in its `.csproj` file, set `ToolsVersion="14.0"` as the minimum required version.
+
+### Navigation
+
+All compontents related to navigation have been moved to their own `SiliconStudio.Xenko.Navigation` assembly and namespace.
+
+### Graphics Compositor
+
+Previously, rendering pipeline was customized by magic `IPipelinePlugin` at runtime. This was very hard to control. Now, most of the pipeline configuration happens  at design time in the new Graphics Compositor asset.
+
+`RenderFrame` is gone. Renderer are typically declaring and allocating render targets.
+
+## Known issues
+
+* On Linux, when switching the underlying Graphics Platform, rendering doesn't occur or fail. To fix the problem, delete the cache, local, and roaming folders on the Linux host and restart the game.
+* Performance issues on mobile (being worked on)
+* On iOS, if `Enable device-specific builds` is toggled on (from the project properties), it's not possible to debug game code. To speed up your development manually select the architecture of your device from the Advanced tab.
+* Live scripting has been temporarily disabled
+
+## Changelog
+
+### Version 2.0.0.2 — 25 April 2017
+
+#### Improvements
+
+##### General
+
+* Added VR game template
+* Game Studio and actual runtime game now share the same build cache. This should speed up build times.
+* Build dependencies are managed by a new system that greatly simplify copying and deployment. This should later benefit plugins and user projects when exposed to the user
+
+##### Game Studio
+
+* Improved how internal objects of an asset can be referenced
+* Improved keyboard navigation in tree views (eg entity hierarchy in scene and prefab editors)
+* Improved scrolling in tree views
+* Improved drag and drop performance
+* Entities can now be dragged and dropped from one scene to another
+* Exceptions in the embedded game of a scene editor no longer crash Game Studio and can be recoverable
+* Components of vectors can now be edited independently when using multi-selection
+* Camera navigation now uses a different key set:
+    * Alt + left mouse button - orbit
+    * Mouse wheel - zoom
+    * Right mouse button - spin camera
+    * Middle mouse button - pan
+    * Right + middle mouse buttons - camera hover
+* Added camera speed slider
+* The "New game" template has been touched up
+* "Save" and "Save all" have been merged into just "Save"
+* Navigation mesh overlay visibility can now be toggled per group
+* Scripts can now be closed without saving and opened again later
+* Script undo history now persists after closing a script
+* Added ability to capture a DDS cubemap from current editor camera position.
+* When viewing vertex streams, normals are now in 0..1 range instead of -1..1. Also, it is now possible to view normals in both world and tangent space
+
+##### Assets
+
+* Texture assets are now split into color, normal and grayscale subtypes
+* Replaced `SkyboxUsage` enum on `SkyboxAsset` with a boolean `IsSpecularOnly`
+* Improved robustness and error reporting on invalid Yaml when opening assets
+
+##### Engine
+
+* Added support for splash screens (they show only in release builds)
+
+##### Audio
+
+* Added HRTF binaural audio support for Windows (10+)
+
+##### Graphics
+
+* Added MSAA support
+* Added custom MSAA resolving filters
+* Shadow cascade calculation is now more stable
+* Multiple render targets now have better support
+* Point lights can now cast shadows
+* `SkyboxComponent` has been removed and the functionality moved into the `LightComponent` and `BackgroundComponent`
+* `BackgroundComponent` now accepts cubemap textures as an input
+* D3D11: Shaders that are compatible shares the same bytecode, avoiding extra state changes.
+* OpenGL: Implemented UpdateSubresource for 3D textures
+
+##### Particles
+
+* Additive rotation no longer has a default value of 1 radian; it's now 0
+* Initializers and updaters no longer add particle fields when disabled
+
+#### Physics
+
+* Reworked collisions filtering to improve performance
+
+##### Navigation
+
+* Bounding boxes can now be placed in the scene
+* Navigation meshes can now be generated/updated at runtime
+* `TryFindPath` now returns false instead of crashing if no navigation mesh is loaded
+* Navigation mesh layer indexes have been replaced with groups
+
+##### VR
+
+* Unique device-agnostic API
+* Oculus Rift support (HMD and controllers)
+* Vive support (HMD and controllers)
+
+#### Bug fixes
+
+##### Game Studio
+
+* Naming project libraries now avoids collisions
+* Invalid characters in the project name are now filtered out correctly and don't prevent the project compiling
+* Changing gizmo sizes no longer causes the slider to jump
+* Switching between gizmos no longer crashes the scene editor
+* Asset copy/paste now works better
+* Thumbnail behavior is now more stable
+* Fixed leaking of deleted assets or entities when navigating through the selection history
+* Fixed renaming assets undo/redo
+* Renaming an asset no longer closes its editor
+* Fixed reparenting assets with Alt key (maintains world position)
+* Fixed many problems related to manipulation of entities from prefabs
+* Fixed many problems related to moving entities in the scene hierarchy
+* The property grid now properly handles multi-selection
+* Fixed many problems related to properties overridden from Prefabs or from Archetypes
+* Fixed many problems related to copy/paste in the property grid
+* Fixed some cases where *Create prefab from selection* wasn't properly linking the selected entities to the newly created prefab
+* Fixed several problems when manipulating the model or materials in a `ModelComponent`, especially when the entity is inherited from a prefab
+* The material highlighting button now works properly
+* Assets that failed to save now prevent Game Studio from closing and losing your changes
+* Sprites can be selected again in the scene editor
+* Undoing/redoing creation or removal of script assets now works correctly
+* Setting a translation snap of 0 now works as expected
+* Light gizmos correctly update when changing the light type
+* Typing the URL to a reference in an asset picked now works as expected
+* Keys were often stuck (especially annoying when moving around), this is fixed
+
+##### Assets
+
+* Fixed an issue when asset compilation was failing due to WCF message size between slave asset builder being too big
+
+##### Engine
+
+* Fixed right Shift key detection in WinForms
+* The `Start` method of scripts is now always called before the `Update` method of any `SyncScript` in the same frame
+* `SyncScripts` no longer cause crashes when scheduled from a different thread
+* Scripts are no longer started or updated if another script removes them from the scene in the same frame
+* `ImageElements` are now properly displayed when using a `SpriteFromTexture`
+ 
+##### Graphics
+
+* Orthographic views no longer display broken shadows
+* Shadows no longer disappear when viewed exactly vertically
+* Cascade blending no longer causes holes in shadows
+* Tesselated objects now cast shadows
+* Normal-mapped object lighting is now correct when non-uniform scaling is applied
+* Using unbound vertex streams in shaders no longer causes crashes
+* Bright post effects are now more stable
+* VR now shares shadows and culling for each eye
+* Clustered lighting now works with multiple render views
+* Fixed RGB/HSV color conversions
+* Fixed engine exit when using RenderDoc profiling
+* Fixed Multisample Quality Level for MSAA textures
+* Tesselation and displacement mapping no longer cause rendering errors in the editor
+* Renamed MSAALevel into MultisampleCount
+ 
+##### Physics
+
+* Removing and re-adding entities no longer causes crashes in certain situations
+
+### Version 2.0.1.1 — 28 April 2017
+
+#### Bug fixes
+
+##### Game Studio
+
+* Fixed a potential crash when enabling VR in the editor and opening multiple scenes/prefabs
+* Prevents to drag and drop an entity that depends on a prefab into it (or an ancestor prefab) that would have created a cyclic reference and crashed the editor
+* Fixed an issue with automatic assembly reload
+
+##### Engine
+
+* Fixed a crash when computing light probes
+
+##### Build
+
+* Fixed a possible issue when compiling a game that targets iOS and the right Xamarin version cannot be found
+
+### Version 2.0.2.1 — 8 June 2017
+
+#### Improvements
+
+##### Game Studio
+
+* Visual Studio version picker now shows the installation nickname to easily differentiate when multiple instances are installed side by side
+* Add the concept of _active scene_ in the scene editor. Dropping an asset to the scene view will an entity add to the currently active scene instead of the root scene
+
+##### Graphics
+
+* VR: Added a CopyMirror option to control if VR rendering is copied back to current render target
+* Shaders: StructuredBuffer were being declared before their struct type; ordering should now be correct
+
+#### Bug fixes
+
+##### Game Studio
+
+* Color Picker was behaving strangely due to some RGB to HSV conversion issues
+* Global store.config was preventing Game Studio to find Xenko installation [#576](https://github.com/SiliconStudio/xenko/issues/576)
+* Fix a crash that occurs when replacing a sprite in the property grid of a spritesheet
+* Fix some string comparison that were using the current locale of the system, causing issues with some language such as Turkish
+* Prevent modal windows from being minimized
+* Restore some missing sliders in the property grid (that were replaced by a plain text box), review ranges and step values for most of them
+* Fix a potential crash at serialization when a script had a null reference to another `Entity` or `EntityComponent` (and some other similar scenarios)
+* Partial fix of the property grid template for entity component references
+* Fix an issue with the property grid template used to edit `char` properties  
+
+##### VR
+
+* Fix runtime crash when adding twice the same VR device API in the required API list
+* OpenVR: camera was rotating around world center instead of camera center when a rotation was applied on entity
+
+##### Graphics
+
+* Fixed point lights not casting shadows from objects that have tessellation enabled
+* Fixed a bug where some lights would not render [#586](https://github.com/SiliconStudio/xenko/issues/586)
+
+##### Android
+
+* Fix a memory allocation that could make a game crash at startup on certain devices.
+
+##### Others
+
+* Connection Router was not running properly if the Game Studio of that Xenko version didn't run first
+* Add `*.lock.json` pattern to generated `.gitignore` file (when creating a project)
+
+### Version 2.0.3.1 — 24 July 2017
+
+* Extend closure time of the promotion to 11:30am, January 1st, 2018 (UTC+09:00).
+
+### Version 2.0.4.1 — 23 August 2017
+
+* Fix an issue with latest Visual Studio and MSBuild (15.3) [#617](https://github.com/SiliconStudio/xenko/issues/617) related to [msbuild #2369](https://github.com/Microsoft/msbuild/issues/2369).

+ 311 - 0
en/ReleaseNotes/ReleaseNotes-2.1.md

@@ -0,0 +1,311 @@
+# Xenko 2.1 release notes
+
+12 September 2017
+
+## Highlights
+
+### Local reflections
+
+Xenko 2.1 introduces **local reflections**. When you enable this post effect, the scene is reflected in glossy materials.
+
+![Local reflections](media/ReleaseNotes-2.1/local-reflections.jpg)
+
+You can enable and customize local reflections in the graphics compositor on the **post effects** properties.
+
+![Enable local reflections](media/ReleaseNotes-2.1/enable-local-reflections.png)
+
+For details, see [Local reflections](../manual/graphics/post-effects/local-reflections.md).
+
+### Clear coat shading
+
+Xenko 2.1 includes a **clear-coat material** template that uses physically-based rendering to simulate vehicle paint.
+
+![Clear coat](media/ReleaseNotes-2.1/clear-coat-2.jpg)
+
+Clear-coat shading has several advantages over creating the effect manually with material layers:
+
+* layers are blended based on distance
+* increased performance
+* improved visualization
+
+You can add a predefined **clear coat** material from the **Asset view** under **Add asset > Material**.
+
+![Add clear coat](media/ReleaseNotes-2.1/add-clear-coat.png)
+
+For details, see [Clear coat shading](../manual/graphics/materials/clear-coat-shading.md).
+
+### Thin glass materials
+
+You can now render thin glass materials such as windshields. The diffuse color controls the tint of the glass and how much light is blocked (darker colors block more light).
+
+![Glass materials](media/ReleaseNotes-2.1/glass-materials.png)
+
+You can add a predefined **Glass** material from the **Asset view** under **Add asset > Material**.
+
+![Select thin glass material](media/ReleaseNotes-2.1/select-thin-glass-material.png)
+
+### Improved light shafts
+
+You can now use **light shafts** with any kind of light that casts shadows (ie point lights, directional lights, or spot lights). You can also use them with multiple shadow cascades.
+
+Additionally, Game Studio now displays light shaft bounding volumes in the scene editor, so you can easily see the areas where light shafts are created. To show or hide navigation light shaft bounding volumes, in the **scene editor toolbar**, open the **gizmo options** menu and use the **Light shaft bounding volumes** checkbox.
+
+![Show light shaft bounding volumes](media/ReleaseNotes-2.1/show-or-hide-light-shaft-bounding-volume.png)
+
+The `LightShaftComponent` settings have been simplified and now have settings to control quality and performance.
+
+For details, see [Light shafts](../manual/graphics/lights-and-shadows/light-shafts.md).
+
+### Texture streaming
+
+Xenko now supports streaming for textures. This significantly decreases the time it takes to load a game or scene, uses less memory, and makes your game easier to scale.
+
+Streaming is enabled for textures by default. You can find the option in the texture properties under **Format**.
+
+![Enable streaming](media/ReleaseNotes-2.1/enable-streaming.png)
+
+You can also set the global **Streaming** settings in **Game settings**.
+
+![Streaming settings](media/ReleaseNotes-2.1/streaming-settings.png)
+
+For details, see [Streaming](../manual/graphics/textures/streaming.md).
+
+### Render masks
+
+You can now set which render groups a camera renders under **Graphics Compositor > Entry points > Render masks**. For example, you can have a model be visible to Camera A but invisible to Camera B.
+
+![Render mask](media/ReleaseNotes-2.1/change-render-mask.png)
+
+For details, see [Render groups and masks](../manual/graphics/graphics-compositor/render-groups-and-masks.md).
+
+### Improved profiler
+
+The **Game Profiler** script now displays more information and is easier to use.
+
+![Profiler at runtime](media/ReleaseNotes-2.1/profiling-profiler-at-runtime.jpg)
+
+You can now:
+
+* profile GPU information
+* switch between CPU, GPU, and FPS-only results with **F1**
+* sort the result pages by **Name** or **Time** with **F2**
+* change how frequently the profiler gets and displays new results with **- / +**
+* jump to a results page with the **number keys**, or move forward and backwards with **F3** and **F4**
+* set parameters in Game Studio:
+    
+    ![Profiler properties](media/ReleaseNotes-2.1/profiler-properties.png)
+
+For details, see [Profiling](../manual/troubleshooting/profiling.md).
+
+### Debug text
+
+You can now display debug text at runtime. For more information, see [Debug text](../manual/troubleshooting/debug-text.md).
+
+![Debug text](media/ReleaseNotes-2.1/my-debug-text.jpg)
+
+### Rewritten input system
+
+The input system has been rewritten to track different input devices and allow for better extensibility.
+
+* Allows detection of added/removed devices through events on the InputManager
+* New device interfaces such as `IMouseDevice`, `IKeyboardDevice`, `IGameController`
+* High-level `IGamePadDevice` replaces the gamepad functionality, with support for XInput
+* Lower-level `IGameControllerDevice` allows access to numbered buttons/axes
+* Automatic detection of plugged-in/removed controllers
+* Support for different keyboard layouts and IME for text input
+* Access to resolution and absolute coordinates for mouse/pointer devices
+* `KeyEvent` now has a `RepeatCount` member, indicating how many times the key has been repeated while being held down
+
+For details, see [Input](../manual/input/index.md).
+
+### Improved Direct3D 12 support
+
+To support graphics functionalities on every platform, we've implemented missing features for the DirectX 12 rendering backend:
+
+* compute and tessellation shaders
+* unordered access views for textures and buffers
+* structured buffers
+
+For more details, see the **Changelog** below.
+
+### Improved environment fresnel
+
+Fresnel describes how light is reflected depending on the angle the material is viewed from. Typically, high angles are more reflective.
+
+Previously, Xenko used an imprecise polynomial approximation to compute the fresnel for environment lighting (such as cubemaps), resulting in a bigger-than-expected white outline. Xenko now defaults to a precomputed BRDF environment lookup texture that matches our default lighting equations (GGX Schlick). This produces much more accurate rendering.
+
+### Japanese documentation
+
+The documentation is now available in Japanese. To switch languages, use the **Language** button in the top-right of the documentation site.
+
+![Switch language](media/ReleaseNotes-2.1/switch-language.png)
+
+## Breaking changes
+
+### Input system
+
+* Renamed `PointerState` to `PointerEventType`
+* Changed the members of `PointerEventType`:
+    * `Down` has been renamed to `Pressed`
+    * `Move` has been renamed to `Moved`
+    * `Up` has been renamed to `Released`
+    * `Cancel` has been renamed to `Canceled`
+    * `Out` has been removed; use `Canceled` instead 
+* Renamed `InputManager.ActivatedGestures` to `InputManager.Gestures`
+* Changed checking support for sensors using `Sensor.IsSupported` to `InputManager.Sensor != null` (where `Sensor` is the name of the sensor you're checking)
+* The `HasDown/Pressed/ReleasedMouseButtons()` functions on the `InputManager` are now properties
+* Removed `GetGamePad()`; use `IGamePadDevice.State` to acquire a gamepad state
+    > To obtain a gamepad, use `InputManager.GamePads`, `InputManager.GetGamePadByIndex(index)` or use the `InputManager.DeviceAdded/Removed` events
+* Removed `GamePadState.IsConnected`; use the `InputManager.DeviceAdded/Removed` events or check the value returned by `InputManager.GetGamePadByIndex(index) != null`
+* Moved `IsPadButtonDown/Pressed/Released()` to the `IGamePadDevice` as `IGamePadDevice.IsButtonDown/Pressed/Released()`
+* Moved the `SetGamePadVibration()` function to the `IGamePadDevice`
+* Locking the mouse with `InputManager.LockMousePosition()` no longer automatically hides the cursor; use `IGame.IsMouseVisible` for this
+* Removed `PointerEvent.PointerType`; use `PointerEvent.Device is IMouseDevice` to check if the event came from a mouse
+* Removed `PointerEvent.IsPrimary`
+* Renamed `PointerId` on `PointerEvent` to `Id`
+* Renamed `State` on `PointerEvent` to `EventType` and its type to `PointerEventType`
+* Removed `KeyEvent.Type`; to check if this was a pressed or released event, use the boolean `KeyEvent.IsDown` 
+* `MouseWheelDelta` is now `-1` or `1` per scroll unit instead of `-120` or `120`
+* Removed `MultiTouchEnabled` on the `InputManager`; multi-touch is always enabled
+
+### Light shafts
+
+* Removed `ExtinctionFactor` and `ExtinctionRatio` to simplify the light shaft component
+
+### Engine
+
+* Renamed `DebugConsoleSystem` to `DebugTextSystem`
+* Now default `RenderStageSelector` select all entity groups
+
+## Known issues
+
+* On Linux, when switching the underlying graphics platform, rendering doesn't occur or fail. To fix the problem, delete the cache, local, and roaming folders on the Linux host and restart the game
+* * On iOS, if `Enable device-specific builds` is on (set in the project properties), it's not possible to debug game code. To speed up development, manually select the architecture of your device from the Advanced tab
+* Performance issues on mobile (being worked on)
+* Live scripting has been temporarily disabled
+
+## Changelog
+
+### Version 2.1.0.3 - 12 September 2017
+
+#### Enhancements
+
+##### General
+
+* Updated the [list of third-party libraries](https://git.xenko.com/xenko/Xenko-Runtime/blob/master/THIRD%20PARTY.md) and sorted by editor and runtime dependencies
+
+##### Game Studio
+
+* Reviewed and rewritten editor text (menus, button labels, tooltips and so on)
+* Removed redundant dialog boxes
+* Improved directional light gizmo visuals
+* Improved translation gizmo design. Translation planes now always face the camera
+* Reduced graphical glitches and optimized navigation mesh overlay rendering
+* Removed special character restriction on string keys for dictionaries
+* Changed the default color of the clear frame for better prefab editing
+* Added a mark for the origin in the scene and prefab editor
+* Added wireframe bounding volume for light shafts
+* Added a context menu entry in the asset view to copy an asset's URL
+* Allowed *mixed* document orientation in the dock panel
+
+##### Assets
+
+* Updated to latest version of DirectXTex
+* Improved the computation of dependencies between assets leading to faster build and thumbnails generation
+* Changed how root parts of hierarchical assets (prefab, scene, UI) are referenced and serialized (direct references instead of Guids)
+
+##### Engine
+
+* Added render group mask on the `SceneCameraRenderer` to cull entities per camera
+* Improved the game profiler (reduced performance impact, improved UX & visual, etc)
+* Added a profiling key to the script component for user script profiling
+* Added streaming support for textures.
+* Added support for GPU queries.
+
+##### Graphics
+
+* FXAA Quality was crashing in many cases, because the value doesn't work with all numbers between 10 and 39. It's now exposed as two controls: a `Dithering` combobox and a `Quality` slider
+* Improved MSAA depth buffer resolving
+* Minor shader fixes
+* Added option for random texture sampling to texture maps
+* Enabled shadow casting for transparent materials
+* Added `IsAlphaCutoff` option in sprite component
+* Added swap function to `Texture` to swap the content of two textures
+
+##### Direct3D 12
+
+* Command List implementations for Dispatch, ClearReadWrite, Copy, CopyMultisample, CopyCount
+* Resource state transitions fixes
+* Resource barriers batching
+* Added proper ClearValue setup for render targets and depth stencil buffers
+* Added DX12 Debug Layer filter for irrelevant warnings
+* Added support for:
+  * compute pipeline support
+  * tessellation
+  * compute, hull, domain and geometry shaders
+  * unordered access views for textures and buffers
+  * structured buffers
+  * staging textures and buffers
+
+##### Input
+
+* Added `AbsoluteMousePosition` information to the `InputManger`.
+* Improved gamepad support (new devices supported, improved API, runtime detection, etc.)
+* Add interpreted key and IME input support
+
+##### Navigation
+
+* Changed the default size of new navigation mesh bounding volumes to `(1,1,1)`
+
+##### Android
+
+* Modify application context creation to allow use of external display
+
+##### UWP
+
+* Implemented support for CoreWindow. Disabled for the moment
+
+#### Bugs fixed
+
+##### Game Studio
+
+* Live update of the directional, point and spot light gizmo color wasn't working
+* Enabling/disabling light shaft bounding volume components now works as intended
+* Added "Fix references" dialog when removing directories with assets
+* Corrected lots of English mistakes
+* Fixed lots of issues with copy and paste (and replace). Notably it is now possible to copy entities from a scene and child scene at the same time.
+* Fixed issues with "Create library from selection" in the UI editor
+* Made the GameStudio crash in some rare cases where exceptions could leave a project in a corrupted state
+* Fixed various isues in the UI editor when moving elements in the hierarchy
+* Fixed issues with thumbnails generation
+* Fixed issues with the anchor of a child scene
+
+##### Assets
+
+* Asset compilation of huge FBX was sometimes ending in timeout
+* Fixed normals, tangents and bitangents NaN values happening during model import
+
+##### Engine
+
+* Fixed various memory leaks, especially when destroying a game
+* Clustered lighting code was buggy when rendering to multiple views
+* Fixed sprite bounding box and frustum culling calculation
+* Fixed texture and buffer memory calculations accessible from `GraphicsDevice`
+* Removed obsolete `ChildSceneComponent` class
+
+##### Graphics
+
+* Fixed bug with grid ignoring depth with MSAA enabled
+* Added support for nointerpolation/noperspective in Xenko shaders
+* Fixed various problems with black artifacts in the shaders (NaNs and invalid normals)
+* Light shafts now work as expected when using self-overlapping bounding volumes
+* Fixed light probes applying previous environment light twice when there are no light probes
+* Material specular map `IsEnergyConservative` now properly taken into account
+* Fixed transparent materials shadows
+* Fixed transparent and alpha cut off materials shadows
+* Fixed two-sided and flipped material shading
+* Fixed mipmap counting
+
+##### Physics
+
+* Fixed capsule shape orientation

+ 652 - 0
en/ReleaseNotes/ReleaseNotes-3.0.md

@@ -0,0 +1,652 @@
+# Xenko 3.0 release notes
+
+August 2, 2018
+
+## Highlights
+
+### Xenko is now a MIT community-based opensource project!
+
+You read that right. **Xenko 3.0** is out now, released under the permissive [MIT License](https://opensource.org/licenses/MIT). 
+
+From now on, you can use and modify Xenko completely **free** — whether you're a professional, a student, or just looking for a new hobby. This includes the runtime and editor.
+
+![Xenko GitHub](media/ReleaseNotes-3.0/xenko-oss.png)
+
+Silicon Studio no longer supports Xenko, but members of the Xenko team will continue to work on it as part of the community.
+
+We encourage people to help us and contribute to the project. If interested, join us on [GitHub](https://github.com/xenko3d/xenko/).
+
+We are really excited to see what people will come up with!
+
+Thanks for supporting Xenko!
+
+### New project system
+
+Both Xenko itself and users project are now built on top of the new project system.
+
+It means your game csproj are now simpler as ever, with only a `PackageReference` to Xenko.
+
+This makes package restore, upgrade and selection much more convenient. Opening a project with a non-installed version of Xenko should work out of the box too, as long as Xenko launcher is installed.
+
+Longer down the road, the plan is to split Xenko further into separate packages such as `Xenko.Graphics`, `Xenko.Physics` and `Xenko.Editor` (and possibly host them directly on nuget.org).
+
+### Video
+
+It is now possible to add video to your games.
+
+Note that this feature is not completely tested and supported on all platforms, but we decided to include it anyway and tune it later to not delay the MIT release further.
+
+### Skin and Hair rendering
+
+Skin and hair rendering are now possible with Xenko.
+
+Skin rendering is based on subsurface scattering, and hair rendering is based on Kajiya-Kay and Scheuermann models.
+
+Same as video, this feature might still need some improvements and tuning, but we decided to not delay the MIT release further.
+
+## Breaking changes
+
+### Xenko namespace changes
+
+Lot of namespace changes to decouple the namespace from `SiliconStudio`:
+
+* `SiliconStudio.Xenko` renamed `Xenko`
+* `SiliconStudio.Core` and `SiliconStudio.*` renamed `Xenko.Core`
+
+Projects should automatically be updated, but we recommend you making a backup of your project before, and double check everything is good after the upgrade.
+
+### New project system
+
+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
+
+## Changelog
+
+### Version 3.0.0.4 — 25 August 2018
+
+* Reactivate Linux platform support [#17](https://github.com/xenko3d/xenko/issues/17)
+* SourceLink support: Visual Studio downloads Xenko debug source code on demand [#79](https://github.com/xenko3d/xenko/issues/79)
+* Windows Mixed Reality support for UWP [#85](https://github.com/xenko3d/xenko/pull/85)
+* Fix GameStudio crashing when editing files with the simple code editor [#110](https://github.com/xenko3d/xenko/issues/110)
+* GameStudio: New dark Theme and glyph icons [#4](https://github.com/xenko3d/xenko/issues/4) [#50](https://github.com/xenko3d/xenko/issues/50)

+ 949 - 0
en/ReleaseNotes/ReleaseNotes-3.1.md

@@ -0,0 +1,949 @@
+# Xenko 3.1 release notes
+
+November 11th, 2019
+
+## Highlights
+
+### Xenko 3.1 loves NuGet!
+
+Xenko was always a big proponent of NuGet: since first version, Xenko was distributed as a NuGet package.
+
+However, due to limitations (hello packages.config and project.json!), we were leveraging NuGet more as a distribution medium than proper NuGet packages: Xenko 3.0 is still a monolithic single package and it would not work out of the box when referenced from Visual Studio without using Xenko Launcher and Game Studio.
+
+Xenko 3.0 paved the way by making Xenko compatible with the new project system (game projects were referencing Xenko using a `PackageReference`).
+
+![GitHub](media/ReleaseNotes-3.1/xenko-ref-old.png)
+
+Today, Xenko 3.1 brings Xenko as a set of smaller NuGet package, each containing one assembly, with proper dependencies:
+
+![GitHub](media/ReleaseNotes-3.1/xenko-ref-new.png)
+
+As a result, it is now possible to create a game project that references only the packages you want. Here are a few examples of "core" packages:
+
+* `Xenko.Engine`: allows you to use core engine runtime (including its dependencies)
+* `Xenko.Core.Assets.CompilerApp`: compile assets at build time
+* `Xenko.Core.Mathematics` or `Xenko.Graphics`: yes, if you want to make a custom project only using Xenko mathematics or graphics API without the full Xenko engine, you can!
+* `Xenko.Core.Assets`, `Xenko.Presentation` or `Xenko.Quantum`: all those piece of tech being used to build Xenko tooling are also available for reuse in other projects. Nothing prevents you from generating assets on the fly too!
+
+Then, various parts of the engine are distributed as **optional** packages:
+
+* `Xenko.Physics`
+* `Xenko.Particles`
+* `Xenko.UI`
+* `Xenko.SpriteStudio`
+* `Xenko.Video`
+
+If you don't reference those packages, they won't be packaged with your game either. In many situations, it results in a smaller packaged game and improved startup time.
+
+Also, you are free to replace those functionalities with alternative libraries.
+
+#### Xenko assets are also distributed as part of package
+
+NuGet packages have a `xenko` folder containing Xenko assets. As a result, user are able to generate nuget package containing Xenko assets out of the box from Visual Studio and publish them on NuGet for general consumption.
+
+#### Package layout: following best NuGet practices
+
+Previously Xenko references were added to the project using custom targets.
+
+New packages are now be layout as NuGet/Visual Studio expects them, in folders like `lib/net45` and `lib/monodroid10`.
+
+We still have a few custom MSBuild targets but reduced them to minimum.
+
+#### Xenko Packages are now distributed on nuget.org
+
+With all those changes, it makes sense to stop distributing Xenko on our custom nuget server and use [nuget.org](https://nuget.org) instead.
+
+This will greatly reduce friction to try Xenko (any project would work out of the box in Visual Studio). This might also make our launcher completely optional in the long run.
+
+#### Xenko tooling resolves assemblies dynamically using NuGet API
+
+Tools such as GameStudio or Asset Compiler are distributed as NuGet packages. However, it won't bundle Xenko Runtime, which will simply be encoded as dependency.
+
+When running those tools, they are resolving Xenko runtime assemblies directly in the NuGet cache.
+
+This allows for distributing those tools as very small and easy-to-upgrade packages, avoiding file duplications. This is similar to what `dotnet-cli` is doing with deps file.
+
+This brings lot of technical challenges but should allow us in the future to be more flexible in the future to load the exact runtime and plugins that the user project reference rather than the one hardcoded with the tool.
+
+#### Future: plugin support for editor
+
+Xenko 3.1 editor will still be monolithic: editor support for UI, SpriteStudio, Video and other optional modules will be hardcoded.
+
+However, the target is to get rid of them as soon as possible, and treat them as what they are: plugins.
+
+### Full switch to .NET Standard
+
+Xenko supports .NET Standard for most of its runtime assemblies.
+
+Xenko games can run on .NET Core for both Windows and Linux.
+
+### Tutorials
+
+Xenko now has a [tutorial section](https://doc.xenko.com/3.1/en/tutorials/index.html) in the documentation!
+
+The first project [“C# Beginner”](https://doc.xenko.com/3.1/en/tutorials/csharpbeginner/index.html), demonstrates 12 beginner programming concepts.
+
+Users will be able to select the tutorial template when creating a new Xenko project to practice and experiment with the code.
+
+Additionally, the code used in the project is directly referenced by the new documentation section which explains each individual tutorial level.
+
+The amount of tutorials, as well as intermediate and advanced tutorials, will be extended/added from now on.
+
+<iframe width="560" height="315" src="https://www.youtube.com/embed/zGFYFhBfxVs" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
+
+### BulletSharp update
+
+[Eideren](https://github.com/eideren) worked on updating our old custom modified version of [BulletSharp](https://github.com/Eideren/BulletSharpPInvoke) (the wrapper library we use for our physics engine).
+
+Things should be much easier to maintain from now on.
+
+
+## Changelog
+
+This release also contains numerous improvements, bugfixes and new translations.
+
+Here is the full changelog in all its glory:
+
+Alex (1):
+
+* Fixed spelling error in Quaternion.cs [view commit](https://github.com/xenko3d/xenko/commit/805453edde1b0bd36fd305086c12d9d064c7eff5)
+
+Allan Nordhøy (9):
+
+* Added translation using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/bbe53b4a28619dccb9aee04fd5d16631a2ae3ed7)
+* Added translation using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/21144b14ebe24034e669796d0bc6d46d37b20a88)
+* Added translation using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/c2086a20092fa574010a1adfbf01d1a8526a0a14)
+* Added translation using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/668b190a51dca3918cebc3faad77fbe667a34ff5)
+* Translated using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/2e57bbcf88dd4f29de49c22657b0ab65257ea6d6)
+* Translated using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/92942e739c064c7197783620b609cdcdb03dd944)
+* Translated using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/cc404c5d82bb70b70e21ecce74698e9a389c6d98)
+* Translated using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/b1931aac98bd53458ddcd349ee1df79418986c5e)
+* Translated using Weblate (Norwegian Bokmål) [view commit](https://github.com/xenko3d/xenko/commit/a4f10055e7d016967290e5aa6fddca5077065053)
+
+Andrea Aruta (6):
+
+* Added translation using Weblate (Italian) [view commit](https://github.com/xenko3d/xenko/commit/77614db7005a057dcd73dc9edeb23287f300adde)
+* Added translation using Weblate (Italian) [view commit](https://github.com/xenko3d/xenko/commit/aa82b474fc82de456d1ddcf5818213560096a01e)
+* Added translation using Weblate (Italian) [view commit](https://github.com/xenko3d/xenko/commit/ec10cfccf42b9e40d90460c9f827a786a391ea75)
+* Translated using Weblate (Italian) [view commit](https://github.com/xenko3d/xenko/commit/2774ef8c8c005c14df4c9c18fc116b8cf4283459)
+* Translated using Weblate (Italian) [view commit](https://github.com/xenko3d/xenko/commit/ad91bb34aded698f0b4f6ca8ace7f83f6a45421e)
+* Translated using Weblate (Italian) [view commit](https://github.com/xenko3d/xenko/commit/d61883c048e34325d2d101bff28c8b08001b2599)
+
+Charles Woodhill (1):
+
+* [UI/INPUT] Expose mouseOverElement [view commit](https://github.com/xenko3d/xenko/commit/21399ae559fe078a9e8ff38a8bc04cf71e43506b)
+
+Christian Georgiev (2):
+
+* Added translation using Weblate (Macedonian) [view commit](https://github.com/xenko3d/xenko/commit/290dcbdeebef5bc54142c8169ac6ab114a123bc2)
+* Translated using Weblate (Macedonian) [view commit](https://github.com/xenko3d/xenko/commit/de63b27794e6df0e5ed6e68d9364473689f381bb)
+
+Cody Lee (4):
+
+* Added issue templates for bugs and feature requests ([#327](https://github.com/xenko3d/xenko/issues/327)) [view commit](https://github.com/xenko3d/xenko/commit/538f915d81dc8f2fefa45d5f5544c3d4140f51a4)
+* Moved pull_request_template.md to correct location [view commit](https://github.com/xenko3d/xenko/commit/28e8c82df7ddde766e7f181cba36533b0bb0e120)
+* Removed any pluralization of the word question in the question_request.md for consistency [view commit](https://github.com/xenko3d/xenko/commit/7cb857462a35ca758120ac5f302f86a954f0d158)
+* Updated CONTRIBUTING.md and added a 'submitting changes' section [view commit](https://github.com/xenko3d/xenko/commit/b8b5fcd814a4d0e528bd16f9177d0bcb8f457083)
+
+Daniel Keenan (2):
+
+* Change the ObjectToTypeName value converter to give prettier C[#](https://github.com/xenko3d/xenko/issues/) names. ([#400](https://github.com/xenko3d/xenko/issues/400)) [view commit](https://github.com/xenko3d/xenko/commit/89e92e45368301f11cd884cc3d365ed0caebf014)
+* [GameStudio] Improve "Add component" button usability. ([#411](https://github.com/xenko3d/xenko/issues/411)) [view commit](https://github.com/xenko3d/xenko/commit/a569a2056885092736f745838e147dcb4bb685b6)
+
+Dominik Jančík (6):
+
+* Initial SDL Finger Multitouch support [view commit](https://github.com/xenko3d/xenko/commit/73dc9ae2f6550de4cc642291f562ae3396e9a74c)
+* Removed lastCtrl field [view commit](https://github.com/xenko3d/xenko/commit/45d3dd684fe76d12e9cd8d5b53996e46b8188f2e)
+* FingerSDL GUID [view commit](https://github.com/xenko3d/xenko/commit/479dc95727817132721da05481982d3e1c08f811)
+* FingerSDL PointerID generator [view commit](https://github.com/xenko3d/xenko/commit/238676ddf8199301d5e1f24823885d76f8a1b1a7)
+* Renamed FingerSDL to PointerSDL [view commit](https://github.com/xenko3d/xenko/commit/581f8d9da4ab6687daecf1e163258d3e1da2a5ac)
+* SDL Touch>Mouse synth. disabled when PointerSDL is used [view commit](https://github.com/xenko3d/xenko/commit/f94602d4b6b6813506fabc01a24c1de5c7d5808e)
+
+Eideren (55):
+
+* Include nuget to proj [view commit](https://github.com/xenko3d/xenko/commit/6d4eb5a1bf6ecf3967596167646039279aa90571)
+* Straightforward changes [view commit](https://github.com/xenko3d/xenko/commit/adf536642f7f93cca99e218c7b62c7de5e2dd7cf)
+* Potentially harmful changes [view commit](https://github.com/xenko3d/xenko/commit/fde0242bfd0ee0433b7cf384fd28f9ac5c0d66ae)
+* Minor proj update [view commit](https://github.com/xenko3d/xenko/commit/f8137535c08037539c460bb8a03be9e155de020f)
+* Matrix conversion fix [view commit](https://github.com/xenko3d/xenko/commit/222b70252d1428ac116c60458789f9101a391ba4)
+* Main conversion done, next up the rest of the CharacterComponent [view commit](https://github.com/xenko3d/xenko/commit/f23ed4670e18c78469352aec926323c18ceb17b4)
+* Character component, waiting on bullet wrapper for the rest [view commit](https://github.com/xenko3d/xenko/commit/09648564fa4edb98b64ea8d2326ab69f75d91571)
+* Static mesh base [view commit](https://github.com/xenko3d/xenko/commit/cbcc27dc7848bdd212a1c31e2f679abf88824c69)
+* Static Mesh: Update shape factories [view commit](https://github.com/xenko3d/xenko/commit/5c11f1f2ac1eb34042a7e767085d2f9c47b42e04)
+* [Core] ThreadPool: shutdown idle threads ([#302](https://github.com/xenko3d/xenko/issues/302)) [view commit](https://github.com/xenko3d/xenko/commit/993704f60316615c10f6665e2ace830739fa35b0)
+* [Samples] Misc camera controller fixes ([#359](https://github.com/xenko3d/xenko/issues/359)) [view commit](https://github.com/xenko3d/xenko/commit/8b24b276c18797c7ec00d4835d60a2a4d12d5188)
+* Fix for [#422](https://github.com/xenko3d/xenko/issues/422) [view commit](https://github.com/xenko3d/xenko/commit/9705f84b085b33014cc375a8769fa0a822b93e29)
+* Revert nugget [view commit](https://github.com/xenko3d/xenko/commit/6e7f70f34a28d97daa2cde8900feebed57aaa34a)
+* [Bullet] Update libs [view commit](https://github.com/xenko3d/xenko/commit/06e22b335819f79a05f716ead2c31f30e79ade30)
+* [Bullet] Update projects mapping [view commit](https://github.com/xenko3d/xenko/commit/45a89aa6ef98a3d16c686f20d9c751a5e147d52a)
+* [Bullet] Remove bullet refs within mathematics [view commit](https://github.com/xenko3d/xenko/commit/9b22e548b339764d1690c617dc83b73a17bfaf66)
+* Merge branch 'master' into bulletsharp_nuget [view commit](https://github.com/xenko3d/xenko/commit/392c86d1d76740fc9c901ebd20635e7f16ef491a)
+* [Bullet] Rely on our bullet for math conversions [view commit](https://github.com/xenko3d/xenko/commit/635d83914320dc3208a966545c3b5a6fcad769fd)
+* [Bullet] Finish height field mappings [view commit](https://github.com/xenko3d/xenko/commit/e975e1fcd11cef5fa3b35b712b0d971195862b01)
+* [Physics] Remove unused enum and previous namespace import for inlining [view commit](https://github.com/xenko3d/xenko/commit/751b6fccb95b227b40e1935f4815c01791866cb7)
+* [Bullet] Update all platforms to latest libs [view commit](https://github.com/xenko3d/xenko/commit/465a52cdee1581c8fef8ffeb6b400f243e0fa9b3)
+* [Physics] Reduced physics test allocations ([#443](https://github.com/xenko3d/xenko/issues/443)), cleaned up Simulation [view commit](https://github.com/xenko3d/xenko/commit/0d19b3c6cc63cc0401f918f1e90a4992ac7b68f1)
+* [Physics] Implement ignore collision between two specific components [view commit](https://github.com/xenko3d/xenko/commit/8a7126ab05910a0cfad48bfc62d56a20f4f6a8f1)
+* [Physics] In-editor static mesh collider [view commit](https://github.com/xenko3d/xenko/commit/3a96ee3f0da9c02e5f1221669745316567122e5e)
+* [Physics] Avoid duplicate allocations for colliders based on models [view commit](https://github.com/xenko3d/xenko/commit/b6c9191a0794e317ce9a0aca3ade73f036645e2e)
+* [Physics] Fix initial collider scaling [view commit](https://github.com/xenko3d/xenko/commit/83c971ce17f037311f51c667f9764d7418b065a2)
+* [Misc] Exception prone basic functions [view commit](https://github.com/xenko3d/xenko/commit/e024d327a71369fbcc1151ee145dd9ca18799fd7)
+* [Transform] Deal with ChildrenCollection todo [view commit](https://github.com/xenko3d/xenko/commit/8b0821cbfe3bff90d9be16500e4556a3934542b3)
+* Merge branch 'master' into bulletsharp_nuget [view commit](https://github.com/xenko3d/xenko/commit/3be3ca71a6fd925a7bfeeeb3ec86cd63bcd5f92a)
+* [Physics] Use asset cloner for shape desc [view commit](https://github.com/xenko3d/xenko/commit/0cc07bd85873cbcef0beb087774b5ee3e8cb9d60)
+* Merge remote-tracking branch 'origin/master' into bulletsharp_nuget [view commit](https://github.com/xenko3d/xenko/commit/755810da258037454076782eb19911c8e5a4b63c)
+* [Physics] Replace ColliderShapes' TrackingCollection [view commit](https://github.com/xenko3d/xenko/commit/494b235316e61c2a2b43ea0baed5c69a09bc2743)
+* [Physics] Replace Rigidbody's hacky delegate usage [view commit](https://github.com/xenko3d/xenko/commit/28de8941ebccea0e5c33c96e41dd8e4914a6f2e4)
+* [Physics] Rollback unused serialization workaround [view commit](https://github.com/xenko3d/xenko/commit/79ef2b1bf199f84d73053bbd5fd4de85d92be6e2)
+* [Physics] Cleanup RigidbodyComponent [view commit](https://github.com/xenko3d/xenko/commit/4db7f42f34725e3a4471403ff1fe6bf3dce5ef55)
+* [Physics] Clarify comments in StaticMeshColliderShape [view commit](https://github.com/xenko3d/xenko/commit/e547ad6b57c7ce58988050a6ef5c394fdd2c2e1e)
+* [Physics] Fix [#463](https://github.com/xenko3d/xenko/issues/463) [view commit](https://github.com/xenko3d/xenko/commit/0241b1571cfee376429649b2bd03180152a7caf4)
+* [Physics] Fix very large meshes throwing [view commit](https://github.com/xenko3d/xenko/commit/42f0910775773ca902e2ea393f12dedbe5c3f7af)
+* [Physics] Expose Capsule's readonly data [view commit](https://github.com/xenko3d/xenko/commit/a6c8e901b1b7637eadeaed5f82ea07e40f855c71)
+* [Physics] Provide read access to collider shape's data [view commit](https://github.com/xenko3d/xenko/commit/0dda0553c3187556a190ac4675806e1c92851886)
+* [Physics] Split static mesh collider into new PR [view commit](https://github.com/xenko3d/xenko/commit/05421ae96fb2232e1e94dbc2c4148ea578dc214b)
+* [Physics] Fix ShapeSweeps output [view commit](https://github.com/xenko3d/xenko/commit/c527b174935ebae7eeaf52387d01f7c3f2f6760c)
+* [Physics] Provide public access to callbacks' recycle and buffer [view commit](https://github.com/xenko3d/xenko/commit/ae1f4b4fb5e31cca18741af4d409cbe19f40b998)
+* [Physics] Clarify bullet lib's usage and sources [view commit](https://github.com/xenko3d/xenko/commit/a09fa7ee09a6d437c5dee485ddd8336db3e13ea8)
+* [Editor] Fix orbit editor camera stutter [view commit](https://github.com/xenko3d/xenko/commit/268a7ed70e93c8433480d68b60e0b638ee913d85)
+* [Editor] Re-order code execution [view commit](https://github.com/xenko3d/xenko/commit/0c0ed336b59d558380005b055be85db479f78772)
+* [SceneManagement] Assign Entity.sceneValue before firing events [view commit](https://github.com/xenko3d/xenko/commit/e8f027284e77d33f0e2963156119e32b5f6c09b2)
+* [Camera] Fix processor's cameraSlotsDirty not being reset after process [view commit](https://github.com/xenko3d/xenko/commit/5493c91023ed0cce47e73eea745595485b555713)
+* [SceneManagement] Fix loop skipping items when collection is modified [view commit](https://github.com/xenko3d/xenko/commit/caa44fea8bdbc2cb19f3e9be7161635a4016a644)
+* Avoid unnecessary alloc [view commit](https://github.com/xenko3d/xenko/commit/2612f987c5408e3a845f6ba7186c61f021e58739)
+* Deal with Add(), sub-optimal implementation [view commit](https://github.com/xenko3d/xenko/commit/50bfc1747870461a05148049ea5462301b75dee7)
+* [Threading] ThreadPool refactor, reduce allocation, fix wrong argument [view commit](https://github.com/xenko3d/xenko/commit/b6a4833e27e948ad60d131fb7357e574224a87e4)
+* Move PooledDelegateHelper outside lock [view commit](https://github.com/xenko3d/xenko/commit/55371ea340660e34bcfbbd0f6b97f87064fafcee)
+* Swap task factory [view commit](https://github.com/xenko3d/xenko/commit/b7451e4a8867015f70a1bedf142f815f586bb0f2)
+* [GameSystems] Fix removing systems not clearing it from update and draw [view commit](https://github.com/xenko3d/xenko/commit/9b4e65fc505856ef0fe79836ead0c68d259d0633)
+
+Eric Tuvesson (1):
+
+* Assets Compiler Support MSBuild Toolset Version 16.0  ([#421](https://github.com/xenko3d/xenko/issues/421)) (fixes [#420](https://github.com/xenko3d/xenko/issues/420)) [view commit](https://github.com/xenko3d/xenko/commit/60b21cd6d3fe0047b580b54655d186e8e3a42e09)
+
+Félix Dion-Robidoux (1):
+
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/e32c91fc557fcc0ead3a0aeb04eeb4042a449fa2)
+
+Hyperpred (1):
+
+* Remove cast to Game in AudioSystem ([#472](https://github.com/xenko3d/xenko/issues/472)) [view commit](https://github.com/xenko3d/xenko/commit/0a8d7bad749d2d4b08afe34a4cbea0a5aaf49b5a)
+
+Jarrett Robertson (1):
+
+* Fixed issue with scene instance using the wrong collection in for loop count [view commit](https://github.com/xenko3d/xenko/commit/d30763723936d7c89f8856071ba8a495146b1734)
+
+Louies (10):
+
+* Added translation using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/14be8bfc7030b7ac427ef50705b0cf2a444136ae)
+* Added translation using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/f022a9dc90ef5feabc6c7165bc525be72cf00782)
+* Added translation using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/255b77fb76a1d9e852ebf407792bb037be17f67f)
+* Added translation using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/3af08fd596bba64308f22bb5e98156fc8607ef45)
+* Translated using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/f34e9d44af47e34b56e4d50047f3e03d65a29aa4)
+* Translated using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/2fd9b6a0aa47b4ba943b2c4f359a56dbdc06e7b5)
+* Translated using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/eb1e7343f6cdca9644987faf1e13f937d83d95cf)
+* Translated using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/443a21b3f38b559dd7cedfe8cdaa44e77ab419b2)
+* Translated using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/3c9f7a9605255ce7ede002196f79ceda9551b920)
+* Translated using Weblate (Chinese (Traditional)) [view commit](https://github.com/xenko3d/xenko/commit/c4e44ac757542aec85363960caa3df7749c2522f)
+
+Lucifer (8):
+
+* Added translation using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/711ee3a82fd382ea0457bb23dfd652dce3bffa23)
+* Added translation using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/bc188d71e3726e834941bff26ec9971d66f3b1e6)
+* Added translation using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/da76f54a7d63a3dc6eb767d002e5dfca97627588)
+* Added translation using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/a195e1efa884beccc5639b865b3df4be1b76acf7)
+* Translated using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/e751244fa78a5e796c8f355cc5e2bcb366eb7f64)
+* Translated using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/f7415607e3b6ba7c037efd29998055d1df2f8c01)
+* Translated using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/6a8045b09d44eba245ed0692738d84069281a764)
+* Translated using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/ac41d0231fdac341edb87b5855bd68c03c888b89)
+
+Mario Guerra (10):
+
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/ce95c0fe26e70b4c2f8f589bdef23158a6a45804)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/5f23fe46957f043c147497cc9e2b6f219c3e3498)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/56e9efc27f17acb971fcb3ef103900fc1af4bd76)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/ba5f6959e4b32c30693ab21ca859a4d67ab4f509)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/9c5249c7c73b239024bfa70ec8b832bd6b194c0c)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/3847b09a47bbae30ac02d4275683eb5a0be5eb2a)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/29c5914c4c6c5e8d171782a95a929841beb05885)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/981be7251a5e6f4d2fca4b6a8a3f470709fde000)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/58c8349722a9af4d5520e9dc72614d53ab0b9aeb)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/5eb025a71f076b2baab476e4bdddeffd66f5db0c)
+
+Moustafa khalil (1):
+
+* Update README.md [view commit](https://github.com/xenko3d/xenko/commit/bb504a798f01af82dc3b8205fa4183e1c90e1f2c)
+
+Nicolas Musset (10):
+
+* [Localization] Update extraction script [view commit](https://github.com/xenko3d/xenko/commit/b41748068a2b531254a5a155b4d2cb030f94c22f)
+* [Localization] Update extracted strings [view commit](https://github.com/xenko3d/xenko/commit/2ea6b431611cc2ccb8fcbdc4f8b1a85ae01c404d)
+* [Localization] Update Japanese [view commit](https://github.com/xenko3d/xenko/commit/96a876107ceee7944a230f1f971858059aaaf633)
+* [Localization] Add French [view commit](https://github.com/xenko3d/xenko/commit/b3b800cf5a9528e254b02018f2c59855760de240)
+* [Build] Update solution and project [view commit](https://github.com/xenko3d/xenko/commit/a35cc79ef82838ce702e000d2cd0f06dde8749f2)
+* [Localization] Fix build for path containing spaces ([#381](https://github.com/xenko3d/xenko/issues/381)) [view commit](https://github.com/xenko3d/xenko/commit/7c63ed9989c438f936f3ce018c429e3ec02d3232)
+* [Presentation] Bugfix/int3 editor ([#387](https://github.com/xenko3d/xenko/issues/387)) (fixes [#383](https://github.com/xenko3d/xenko/issues/383)) [view commit](https://github.com/xenko3d/xenko/commit/51451347e309ea39b9bbe8f38ffb5a90baa70f81)
+* [General] Simplify editor and presentation project files [view commit](https://github.com/xenko3d/xenko/commit/90733ef068b17a90e57de252d87ac35b13c81df1)
+* [General] Fixup rule for .xaml.cs files [view commit](https://github.com/xenko3d/xenko/commit/7b863475ac9a3bb326e3a4cc0f0fc55bff2b168f)
+* Update .gitattributes [view commit](https://github.com/xenko3d/xenko/commit/c0bad0b4930a1986ea0a6248f933b934b43ba0f9)
+
+Oscar Sanchez (9):
+
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/ba99df0f648bcc6c4797e6e952e2e3b7fd8b425d)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/97cf64ba59189418e6b1f1b4865ad99b9bce279b)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/40893b02d4efe19052b4037926983ef49b0214aa)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/27181e881da0804be82a945bbc68f9b98742fa4a)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/08cf01d1f6bc9f54f3b123bf1dcff1d093c9f7b6)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/af19ac0d49b206a46d7e537538a2986c5dac4412)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/71e4bba482b0ce00aff7fcbda685270162645e76)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/70f01c011af426372ce0ba11d12048a166d4fa41)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/8871c1cd1606a91c663e9e35d4381f1ffe3f40ab)
+
+Phr00t (2):
+
+* [Graphics] Vulkan: add support for R10G10B10A2_UNorm and R11G11B10_Float [view commit](https://github.com/xenko3d/xenko/commit/11059c059d54e2d201b657cd1ab3d2981aaf7c35)
+* [Input] Fix mouse VirtualButtons [view commit](https://github.com/xenko3d/xenko/commit/27e5a8ad22e95710aa7d0689ea3b85f1188a7098)
+
+Polymo (1):
+
+* Translated using Weblate (German) [view commit](https://github.com/xenko3d/xenko/commit/5f20b48db9d1a33e8ab04068d5be2de51be367a7)
+
+Robin Hübner (2):
+
+* [Physics] correct userdoc for convex hull collider parameters. ([#382](https://github.com/xenko3d/xenko/issues/382)) (fixes [#372](https://github.com/xenko3d/xenko/issues/372)) [view commit](https://github.com/xenko3d/xenko/commit/f56d4f836098f0c9fd5a39eeebffa2d7ed59a179)
+* Make SDL window user resizable. [view commit](https://github.com/xenko3d/xenko/commit/582915a5b5ade7fcb4ac8b57d0de6f51fd7c978f)
+
+Rui Mendes (3):
+
+* Added translation using Weblate (Portuguese) [view commit](https://github.com/xenko3d/xenko/commit/a16889306f16c28d56a26a9c61d9ecf5ced71612)
+* Added translation using Weblate (Portuguese (Brazil)) [view commit](https://github.com/xenko3d/xenko/commit/7fa7c670add05f14a9247d4a4930cf465f96a789)
+* Translated using Weblate (Portuguese) [view commit](https://github.com/xenko3d/xenko/commit/1b5ad58fb7f2c326b80ccacf71fa4cfe77e9eb9f)
+
+Scorp-121 (4):
+
+* Added translation using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/f03657e6f32cc449705d647878c72189665e904a)
+* Added translation using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/c19fe25619c3b8f595cdfca86433f1564e090a75)
+* Added translation using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/33b30a5053a9bacc018287aed73d4bc63b4788ef)
+* Added translation using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/792c5dd20b9352c751a79676898a907c7eb2c0c6)
+
+Scorp121 (10):
+
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/215f78a6647e8063607de276b365d7a415e655bf)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/601ac16712d758bb4d9488717b112bff5e731165)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/9f53f704ce42482a588065b07df628cae50ccbd2)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/e1906065c2939ef7dcd0db787580bacaefbec1f0)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/5dbfd2602618ec423e71ccdcb915935b1461c522)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/635d3601e0f8f6d470070e3ea7c46bebd96df3d3)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/ef9800de2d4994e379e755cca43773392b262e11)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/5b1831e073ac3ae1b4cc469ba0bc32b83fd3c38c)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/3e847cbd275a5543776e5b83f62f852ece38dbfd)
+* Translated using Weblate (Russian) [view commit](https://github.com/xenko3d/xenko/commit/7b267f19b1c665bcbff34a079ec67c15c9aceeab)
+
+SleepyMode (1):
+
+* [Mathematics] Fixes for Color/ColorRGBA float/byte mismatches ([#258](https://github.com/xenko3d/xenko/issues/258)) (fixes [#251](https://github.com/xenko3d/xenko/issues/251)) [view commit](https://github.com/xenko3d/xenko/commit/81331463843bfaf6975a0e418047a208a23a7fe7)
+
+Swann Martinet (2):
+
+* Translated using Weblate (French) [view commit](https://github.com/xenko3d/xenko/commit/50a59d5f9d1198ac0baa20bc74691b120d87a6e8)
+* Translated using Weblate (French) [view commit](https://github.com/xenko3d/xenko/commit/b6770869d8f44be8fac9dd862c7b1c6427998b43)
+
+Tebjan Halm (6):
+
+* Quick fix as suggested by @xen2 in chat to avoid crash in shader compiler ([#343](https://github.com/xenko3d/xenko/issues/343)) [view commit](https://github.com/xenko3d/xenko/commit/d2b09f9259c2991e3aca05122a430ae8e5f0abf5)
+* Added translation using Weblate (German) [view commit](https://github.com/xenko3d/xenko/commit/5f157d19eb20b94ad179b6cac1b7fa6f97c74a4b)
+* Translated using Weblate (German) [view commit](https://github.com/xenko3d/xenko/commit/20f6a80ac7e503282bfd9297e7c98be9ffed1097)
+* Resetting shader key scope for multi pass materials ([#456](https://github.com/xenko3d/xenko/issues/456)) [view commit](https://github.com/xenko3d/xenko/commit/7af2c14ce63e7892d1e87c8b723936a0270eaaa7)
+* added xenko-community-project to README.md ([#514](https://github.com/xenko3d/xenko/issues/514)) [view commit](https://github.com/xenko3d/xenko/commit/89f66473be89e8fd7dccd98ff75002f0309e5ce2)
+* Fix DataBaseFileProvider cast ([#538](https://github.com/xenko3d/xenko/issues/538)) [view commit](https://github.com/xenko3d/xenko/commit/f678f42443a087cc16d1371a6e8119707abafa0a)
+
+Virgile Bello (510):
+
+* [Design] VisualStudio.Project doesn't need a reference to Solution anymore [view commit](https://github.com/xenko3d/xenko/commit/a3bbc24653bd5c64146b0cf384672f496db5069a)
+* [Assets] Package can now also represent a csproj + package (only new game creation is working) [view commit](https://github.com/xenko3d/xenko/commit/1fd003ca0b7b5953d4a96ceebc50d6094722593d)
+* [Assets] Removed AssetItem.SourceProject [view commit](https://github.com/xenko3d/xenko/commit/ab5281aed164b7438316fdce9f416d1ae093fa0e)
+* [Assets] Move assets to Assets folder for now [view commit](https://github.com/xenko3d/xenko/commit/1653165995c724ad16cf8329bf96ac6e7145b0f7)
+* [Assets] Fix project loading [view commit](https://github.com/xenko3d/xenko/commit/284cccdd2e351e84ce1000329e1f24162a21b998)
+* [Assets] Simplified Package.Profiles into Package.Profile [view commit](https://github.com/xenko3d/xenko/commit/9f8f407d4d5796fc3dbf562849ec4f8ea37c1e47)
+* [Assets] Removed PackageProfile.ProjectReferences [view commit](https://github.com/xenko3d/xenko/commit/62266f4a62756f5ddaf1fbfba1d6f85b87b3ed6c)
+* [Assets] Removed PackageProfile.Name [view commit](https://github.com/xenko3d/xenko/commit/e21932d153708d23c0f8204b9f55734643ce6519)
+* [Assets] Allow creation of samples (as long as they don't use external packages) [view commit](https://github.com/xenko3d/xenko/commit/c444d02c5ce5a0a8f86147f3e0a74b6bdcb4ea6e)
+* [Assets] Added the concept of Package container (project or standalone) [view commit](https://github.com/xenko3d/xenko/commit/eb15b2caaf37ef0d99c691119fde4345c62f6f81)
+* [Assets] Turned Session.Packages into a readonly collection [view commit](https://github.com/xenko3d/xenko/commit/b9e915a49cffb02fdf8b70b5be3db3533ebb5074)
+* [Assets] Properly process dependency graph using remote info to perform package upgrades before downloading nuget packages [view commit](https://github.com/xenko3d/xenko/commit/1d51c472eb7622005881985916c99ab3af0e0a81)
+* [Assets] Removed LocalDependencies and fixed TemplateSampleGenerator [view commit](https://github.com/xenko3d/xenko/commit/5ec594f7a9b7df1b30d24534abaffef959091bd8)
+* [Assets] Fix platform update [view commit](https://github.com/xenko3d/xenko/commit/0c12372ab203fab5baa22dc78ce88b255b88f4d5)
+* [Assets] AssetCompiler now works against .csproj [view commit](https://github.com/xenko3d/xenko/commit/7761135c50b7dbe9d864a982c782f8a51e61e242)
+* [Assets] Fixed asset compiler get-graphics-platform [view commit](https://github.com/xenko3d/xenko/commit/afae09c147b784785b0abfafa5b01a5d2e5ddba5)
+* [Assets] Fix view models to allow selection as current project [view commit](https://github.com/xenko3d/xenko/commit/0e1ad23e3216247a4d9a0b82c54a360d5786f984)
+* [Assets] Properly regenerate platforms for sample templates [view commit](https://github.com/xenko3d/xenko/commit/ab92536a9daaf98c8327b1ec42ac91286501bea8)
+* [Assets] Ignore assets from executable projects (computed automatically) [view commit](https://github.com/xenko3d/xenko/commit/64c251e6435eacc476bdb79f744877386ec9ed72)
+* [Templates] Moved template packs assets from Assets/Shared to Assets [view commit](https://github.com/xenko3d/xenko/commit/02488c49f1c948124182322397ce21c1d3c51b27)
+* [Assets] NewGameTemplateGenerator: assets were loaded twice, resulting in issues later with cloned AssetItem (fix asset packs) [view commit](https://github.com/xenko3d/xenko/commit/857b8b2e63d0385125927f68dac86eee355485a2)
+* [Templates] Simplify platform projects [view commit](https://github.com/xenko3d/xenko/commit/c59381347512a9e5327b54e4051ede30a050f72d)
+* [Templates] Moved templates packges asset folders from Assets/Shared to Assets and removed intermediate solution folders [view commit](https://github.com/xenko3d/xenko/commit/f11fb59e891963c3b154b5a6d1baecc6eb404c47)
+* [Assets] Adjust PackageProfile.ResourceFolders during package upgrade [view commit](https://github.com/xenko3d/xenko/commit/42306db7b35351fea49a851a60c4aaabe155dca8)
+* [Templates] Sample Templates now works (asset packs are now ProjectReference and their assets are properly copied during template generation) [view commit](https://github.com/xenko3d/xenko/commit/24bb053badc62769af951f55246354c1c9768aab)
+* [Assets] Properly get namespace from project [view commit](https://github.com/xenko3d/xenko/commit/fe22dec3f7176a15ed19c236aee3964e942d35c7)
+* [Assets] Fix CodeViewModel to use ProjectCodeViewModel [view commit](https://github.com/xenko3d/xenko/commit/b894a176aedd55b14afe3b1e5d5f0a0ec8a03e68)
+* [Assets] Fix platform updates [view commit](https://github.com/xenko3d/xenko/commit/598f4656f7ca7bf16204b17039f61c95c38db0e8)
+* [Assets] Rearranged templates for the new xkpkg = csproj change (note: project delete is broken) [view commit](https://github.com/xenko3d/xenko/commit/bf975595c09efc63fc0d9514c502cc510a7811ef)
+* [Assets] Package.Profile is now properly deserialized by discarding default value [view commit](https://github.com/xenko3d/xenko/commit/8f017b48e11b36766c54c25c189caebc00acc7bc)
+* [Assets] Removed PackageProfile.Platform [view commit](https://github.com/xenko3d/xenko/commit/68702d5b39b2fc2e94f7a1aa40a00e391b09b465)
+* [Build] Make sure Package.Id stays is in sync with .sln one [view commit](https://github.com/xenko3d/xenko/commit/0b5ba025c753847d31180f8d1e9307c3a9fcbca0)
+* [Assets] Removed Package.Id [view commit](https://github.com/xenko3d/xenko/commit/e59316a8d203f8dc97dced255ea631ec99a2cbd5)
+* [Assets] Removed PackageProfile [view commit](https://github.com/xenko3d/xenko/commit/17d9b2688bb6dc0edbd147c1acc8ef0343031267)
+* [Assets] Stop adding default folders in Package ctor [view commit](https://github.com/xenko3d/xenko/commit/f7a8e099f4a4476be0d0ad6e63fcbbf33723527d)
+* [Assets] Reunified ProjectState and PackageState [view commit](https://github.com/xenko3d/xenko/commit/c5cd46ae0b7bb4800c731e4d96b92858b6cfcefe)
+* [Assets] Moved Package.Save() to PackageContainer.Save() [view commit](https://github.com/xenko3d/xenko/commit/7d43032b698149c41d8d581e7291848b53273ee6)
+* [Assets] Avoid creating .xkpkg for projects without one in the first place (use implicit one instead) [view commit](https://github.com/xenko3d/xenko/commit/f375ae16cbe3e8ed0f40b3a257d010d585b39197)
+* [Assets] Rework package dependencies [view commit](https://github.com/xenko3d/xenko/commit/dc4ef281f38037dd96824b4c63c074a3d93118ea)
+* [Assets] Also support loading sln with new csproj Guid [view commit](https://github.com/xenko3d/xenko/commit/2f446a3bb1e8f62a1d79ac0eee2c18ffca8253d8)
+* [Assets] Support Packing and consuming simple NuGet packages with Xenko assets [view commit](https://github.com/xenko3d/xenko/commit/406a74c3f382756e3b3df172504e51b840dc56d9)
+* [Assets] New game template: set current project to Windows [view commit](https://github.com/xenko3d/xenko/commit/56b6774374acd67ecf7f01c985524fbdba976161)
+* [Assets] Simplified NuGet package restore (only happens during PreLoadPackageDependencies) [view commit](https://github.com/xenko3d/xenko/commit/2958cf0b1f38489ca2c64885d797e74699d67de6)
+* [Assets] Update Code library template to match others [view commit](https://github.com/xenko3d/xenko/commit/9b1fcf2f7fc4aacdfe60d6520d1f25126cea3d81)
+* [Targets] Stop using XenkoDir.cache file during build [view commit](https://github.com/xenko3d/xenko/commit/9eec7ceb0797be38a1bc5491f9c5f3b32f7097c8)
+* [Build] Bump to 3.1.0.1 [view commit](https://github.com/xenko3d/xenko/commit/f933c14fea2aaaea8e98996b753cbf7b8da091f7)
+* [Assets] Store pendingPackageUpgrades in PackageSession [view commit](https://github.com/xenko3d/xenko/commit/335b65354de2fdb1a331cc61c4e995c142ceaae1)
+* Merge remote-tracking branch 'origin/master' into onecsproj_onexkpkg2 [view commit](https://github.com/xenko3d/xenko/commit/f8ca24d1dff7926840acb06f3d0259e02c5eeb4f)
+* Merge branch 'master' into onecsproj_onexkpkg2 [view commit](https://github.com/xenko3d/xenko/commit/a22b62fae68f67e70fa881372def36194ff7ecb0)
+* [Assets] Process dependencies for RootAssets in view model [view commit](https://github.com/xenko3d/xenko/commit/f608ae5598a32f0d5e9695e2b141c8271706cea0)
+* [Assets] Made !file and !directory tags mandatory in Yaml for easier dependency analysis [view commit](https://github.com/xenko3d/xenko/commit/49240a819316616a230d9165e6daf1c4a8976397)
+* [Assets] Temporary fixes for root assets and default scene opening [view commit](https://github.com/xenko3d/xenko/commit/e132f1b6f47e91a92bb36fb4ef6fe575d52e5ab0)
+* [Assets] Pack assets using actual package data rather than hardcoded rules [view commit](https://github.com/xenko3d/xenko/commit/8b0dba7ee7fd412aeea4d3da31d29d02e392661c)
+* [Build] Reorganize build system (WIP) [view commit](https://github.com/xenko3d/xenko/commit/5caacef0dc338a5b93c1124278f316c08b42e79b)
+* [Build] NuGetAssemblyResolver WIP [view commit](https://github.com/xenko3d/xenko/commit/d0c771fe450c5849da21d0715b292eba253cfe0a)
+* [Engine] Move default assets to individual assemblies rather than global Xenko.xkpkg [view commit](https://github.com/xenko3d/xenko/commit/051a8110383946d86c0d1c708d70d38ba0c33f63)
+* [Assets] Compiler: can now properly compile existing projects [view commit](https://github.com/xenko3d/xenko/commit/4c6ca70b399fc77bb0439916bbd0f240350e13f8)
+* [Launcher] Fix launcher build [view commit](https://github.com/xenko3d/xenko/commit/0869d45085a86d07a7ecf7f8a553c112755a738b)
+* [Editor] Temporarily moved game studio shaders to Engine, until we have proper design-time package references [view commit](https://github.com/xenko3d/xenko/commit/34c504ea5cc0e4bca327d60a38890de0984a06c3)
+* Merge branch 'master-3.0' into onecsproj_onexkpkg2 [view commit](https://github.com/xenko3d/xenko/commit/3a4e324c89c5574edb23a8a42e6d9853b37f1450)
+* [Build] Use RuntimeIdentifier to separate graphics API runtimes [view commit](https://github.com/xenko3d/xenko/commit/78b6d2d6090f705f2c9c4e9f22a849a9f4bcbc1f)
+* [Build] Improved cross compilation [view commit](https://github.com/xenko3d/xenko/commit/29d24fe0cde9fe6be8eb2bced3250220c4bdf22b)
+* [Build] Renamed XenkoRuntime into XenkoNETRuntime [view commit](https://github.com/xenko3d/xenko/commit/3c71596cf7bca49511eb7d3c7458d7742fe2bbd0)
+* [Build] Added XenkoRuntime flag [view commit](https://github.com/xenko3d/xenko/commit/79dedb747716f1860c327a040d9f9b46d20e7d99)
+* [Assets] project.Type evaluation needs to be done after package are restored [view commit](https://github.com/xenko3d/xenko/commit/ed826ce2de64990215c51cd5cd84f08193e49120)
+* [Assets] Reorganized templates [view commit](https://github.com/xenko3d/xenko/commit/1f269ac8b8ccdaeca0d94c8ba2555a83df90a1d7)
+* [Assets] Fix package upgrader [view commit](https://github.com/xenko3d/xenko/commit/6c82ca5e10727a779bc2f5bbe77e7f5948701b3b)
+* [SpriteStudio] Added templates [view commit](https://github.com/xenko3d/xenko/commit/a88632d9d361002a36933813b411b9645b5a33b9)
+* [Assets] Properly find ffmpeg.exe and msdfgen.exe [view commit](https://github.com/xenko3d/xenko/commit/b55ab0c7866b655f5ee540c253b0842ee5f36272)
+* [Assets] Move VHACD to Assets assembly and properly bundle C[#](https://github.com/xenko3d/xenko/issues/) wrapper [view commit](https://github.com/xenko3d/xenko/commit/6cb333fe58eefa479bf1070b0ee60f39cbf3e24c)
+* [Assets] Compiler: use thread-safe version of NuGet (when writing lock file) [view commit](https://github.com/xenko3d/xenko/commit/b3c6e1205bd324095122a0dd8115ef95ab0c26fe)
+* [Deps] Switched to NuGet version of Xceed.Wpf.Toolkit/Datagrid/AvalonDock [view commit](https://github.com/xenko3d/xenko/commit/5bfb575d11a8cfed5aa718c286b7d236f8c541b3)
+* [Build] Bump to .NET 4.7.2 [view commit](https://github.com/xenko3d/xenko/commit/bc7ff82141756341ebb03dd238ec37dde763ca6e)
+* [Build] Adjust bindings for System libraries with 4.7.2 changes [view commit](https://github.com/xenko3d/xenko/commit/3085735c11a809aaa49d26dd6344b1b5efa566fd)
+* [Deps] Xenko.Metrics and Xenko.CrashReport are now packaged with NuGet [view commit](https://github.com/xenko3d/xenko/commit/e5071464546d294a2e84fa09027448bb532378d8)
+* [Build] Lot of adjustments for new NuGet resolver system (incl ConnectionRouter, VS Package, etc...) [view commit](https://github.com/xenko3d/xenko/commit/cee640deef9b3d107f5143875a5762546f25d42b)
+* [Samples] Moved samples from Xenko.Assets.Presentation to a dedicated project to have faster rebuild [view commit](https://github.com/xenko3d/xenko/commit/501524287b29a18a84c2a0f9f6e5b4cc76a200a4)
+* [Assets] Some improvements so that unit tests can compile [view commit](https://github.com/xenko3d/xenko/commit/4944a4e454169feb424a1413dc21c496940de720)
+* [Assets] Some improvements so that unit tests can compile [view commit](https://github.com/xenko3d/xenko/commit/e7084d5bdf39a3ff44707058afab75c07a023160)
+* [Build] Removed XenkoDir environment variable [view commit](https://github.com/xenko3d/xenko/commit/b7fc19edab35ea9a479c681684fa9d48d44fd6c0)
+* [Assets] Fixed templates to have proper assembly names and namespaces [view commit](https://github.com/xenko3d/xenko/commit/63b14a1635b44b5a98c686e4522b1a1160025b26)
+* [Build] Readded support for UWP [view commit](https://github.com/xenko3d/xenko/commit/d16b2d23b560bccef44ec9e2aa77bc8e3c09b640)
+* [Build] Readded support for Android [view commit](https://github.com/xenko3d/xenko/commit/52728eb895d08bb05015e487dbc40f2c7cfbecbf)
+* [Build] Readded support for iOS [view commit](https://github.com/xenko3d/xenko/commit/8f3e11cdb373b6204b639abe653c330c9563ceca)
+* [Build] Optimized ProjectReferences [view commit](https://github.com/xenko3d/xenko/commit/aab0909e384ee393080177aaea52df929eb70856)
+* [Build] Check Visual C++ Runtime is properly installed as part of build targets [view commit](https://github.com/xenko3d/xenko/commit/47f326f76a4d1cb120f6954c9c134cc393b33544)
+* [Build] Added Xenko.PackageInstaller to Xenko.GameStudio [view commit](https://github.com/xenko3d/xenko/commit/785ba220e7bb651a9d8bcc5d117adec6acd27bc2)
+* [Build] Use "XenkoPlatforms" to specify which platforms to build [view commit](https://github.com/xenko3d/xenko/commit/784b9c988f8970feef94e0fcd74098396d4d169a)
+* [NuGet] Upgrade to 4.9 and use RestoreRunner to have faster noop restore on second run [view commit](https://github.com/xenko3d/xenko/commit/9b985d4f134670018726c689638edeb5c0c0fb65)
+* [Tests] Fix build of some test projects [view commit](https://github.com/xenko3d/xenko/commit/c4e21cc9beb9adbe5225d5f6b1d10a7311ed0959)
+* [Build] Also deletes .nupkg.metadata on package auto deploy (https://github.com/NuGet/Home/wiki/Nupkg-Metadata-File) [view commit](https://github.com/xenko3d/xenko/commit/99d6bfa23f96c9994b15bf34b15eef9c3bfc6a46)
+* [Build] Make sure user projects are always built so that compiler app is checking assets again (until we feed "fast up to date" with proper inputs/outputs) [view commit](https://github.com/xenko3d/xenko/commit/764fe201c9d8ac12546e808a70c67aa79f34965f)
+* [Assets] Make sure to explicitly include Xenko.Core for its targets until VS2019 enables it by default (https://github.com/NuGet/Home/issues/6091[#](https://github.com/xenko3d/xenko/issues/)issuecomment-438073285) [view commit](https://github.com/xenko3d/xenko/commit/5f5e668711f4a1af454787445e1991f4bcc3128f)
+* [Assets] Don't include package targets when evaluating project files [view commit](https://github.com/xenko3d/xenko/commit/15ea5060978a1c78cef840c999197c164d80cbcf)
+* [Assets] Order windows executable project first in solution files (sln) so that VS uses them as startup project by default [view commit](https://github.com/xenko3d/xenko/commit/b226444233e0fefec0e8868967e5d1ab4b2f27a4)
+* [Build] Added some docs related to new build system [view commit](https://github.com/xenko3d/xenko/commit/50412ba3a7dad76e9f3c3147a183932b3f488e9d)
+* Merge remote-tracking branch 'origin/master' into onecsproj_onexkpkg2 [view commit](https://github.com/xenko3d/xenko/commit/be8bb7ddd8fff36c3f2abbb4404f442848f0ea00)
+* [Build] Fix iOS solution [view commit](https://github.com/xenko3d/xenko/commit/4740daa7263939fafb428d941843c2348c18192b)
+* [Build] Moved PackAssets task in Xenko.Core.Tasks [view commit](https://github.com/xenko3d/xenko/commit/76b3c857a63d5ce5a7a1e237eceec620ac982c90)
+* [Build] Use PackAssets as an exe rather than a Tasks so that MSBuild doesn't lock the files (annoying when rebuilding) [view commit](https://github.com/xenko3d/xenko/commit/aae4951f4dae45192ed079d3b4810c9a34715057)
+* [NuGet] Log everything [view commit](https://github.com/xenko3d/xenko/commit/8e01c197185fce13f9cde3fe9d55fb48bbdf5d28)
+* [NuGet] Restore inside assembly resolver to avoid deadlock and rewrote logging code [view commit](https://github.com/xenko3d/xenko/commit/99397c68e73ddb60fd253d8d3e8bdf2ef9833c83)
+* [Build] Only build default graphics platform when opeining sln unless we explicitly set XenkoGraphicsApiDependentBuildAll [view commit](https://github.com/xenko3d/xenko/commit/a4ced9d064ff3bff2b6a3fc069516a9623257a96)
+* [NuGet] Perform nuget resolve only for entry assembly [view commit](https://github.com/xenko3d/xenko/commit/0280495034930e4f84d55a6ae5945ae4b6d043c7)
+* [Assets] Better resolution of project platform (needed so that windows project is auto selected) [view commit](https://github.com/xenko3d/xenko/commit/025f2fedbe1ebf73927fcf89d641593e9879c0bc)
+* [Build] Fix build when choosing a single graphics API [view commit](https://github.com/xenko3d/xenko/commit/091ddeb2f1de3191058f64381420a7452633d8d2)
+* [NuGet] Add dev store before trying to restore packets [view commit](https://github.com/xenko3d/xenko/commit/95f15bd884002a4fe3ade0ac34b33e9489c5d1dd)
+* [Build] Removed Xenko.xkpkg [view commit](https://github.com/xenko3d/xenko/commit/0032576a4b45e8309304e4d0409783b9db2d7b31)
+* [Build] Moved PackageUpdateVersionTask to a separate assembly to simplify build [view commit](https://github.com/xenko3d/xenko/commit/75ea086465b4821afc20d1d96d759629d3e40ed3)
+* [Build] Unify version management in a single file (except for samples which will be versioned separately) [view commit](https://github.com/xenko3d/xenko/commit/a3d3173539631d81a91c11e9af5e3af4f561e997)
+* Merge remote-tracking branch 'origin/master-3.0' [view commit](https://github.com/xenko3d/xenko/commit/59290e7e19a24127f3198d5bf036c4aff3940ed6)
+* [Build] Added package details [view commit](https://github.com/xenko3d/xenko/commit/be22cdf0eab1b07e1c9ded3dcc59f33e7c0fae58)
+* [Build] Output nupkg in bin\packages [view commit](https://github.com/xenko3d/xenko/commit/aea71ef4fb4f254fe992ae4d274d4820e97f5858)
+* [Build] Xenko.Samples.Templates: add missing dependency [view commit](https://github.com/xenko3d/xenko/commit/a92d5b806de8921062e06c739d1be688974ac93c)
+* [NuGet] If restore failed, try to kill known blocking processes (Connection Router, CompilerApp, etc...) [view commit](https://github.com/xenko3d/xenko/commit/f0341a72d5ee359b36ffcad8dc18d009689ff232)
+* [NuGet] Improve logging if restore failed [view commit](https://github.com/xenko3d/xenko/commit/7793e1f757189e811b5692c8ed750ef314548aa5)
+* [Build] Remove non-existing files from Xenko.sln [view commit](https://github.com/xenko3d/xenko/commit/881c97faa32e192088e894e22d473d8c3bed2a37)
+* [NuGet] Use SourceCacheContext to avoid ArgumentException [view commit](https://github.com/xenko3d/xenko/commit/b82520bc82da27d45737b577c64d512e326c2e37)
+* [Build] Sign dll/exe when building package [view commit](https://github.com/xenko3d/xenko/commit/f6761691c7a6234d7cc9b216fa2719d174ebad7e)
+* [Build] Also sign Launcher executables [view commit](https://github.com/xenko3d/xenko/commit/5e7e804b7227d58f6b23dab86734596c84b12032)
+* [Build] Escape/Unescape XenkoPlatforms for properly passing info from Xenko.build to targets [view commit](https://github.com/xenko3d/xenko/commit/f3b67810b6c507836eb965497ddea3589ebaea38)
+* [Build] Package build improvements [view commit](https://github.com/xenko3d/xenko/commit/badb44c405fecc63fae347361b69b8e3327b3ba7)
+* [Build] Package build improvements (part 2) [view commit](https://github.com/xenko3d/xenko/commit/32eb5b3dcadb524f6ace77d6a39a672d73e31888)
+* [Build] Signing tool was mistakently always enabled [view commit](https://github.com/xenko3d/xenko/commit/24799e4e5bc0e48f43f2d8100adbdbf0c27f7d1c)
+* [Build] Package build improvements (part 3) [view commit](https://github.com/xenko3d/xenko/commit/15a05d9a3d1a55c396605b7c6afaaa3fc3dbdc2f)
+* [Setup] Update to Advanced Installer 15.5.1 [view commit](https://github.com/xenko3d/xenko/commit/7a6b1de0bd20bf295abe2f9bbb4a0586907e7de2)
+* [Build] Remove invalid character from Xenko.build [view commit](https://github.com/xenko3d/xenko/commit/d46658b539c179ce64fda5d81726c55871d93d9c)
+* [Build] Fix Linux Vulkan build [view commit](https://github.com/xenko3d/xenko/commit/0703befb94b32162d3bfd7e6c5f686ee936f4890)
+* [Build] Added bin/packages/.gitignore file [view commit](https://github.com/xenko3d/xenko/commit/dfb2deb9e018ed785c8d6d25653ad1a8ca3405b8)
+* [Build] Fix restore phase in Xenko.build [view commit](https://github.com/xenko3d/xenko/commit/1fcbd1d3f02cd3bd6f5f30fd498a480f1489ff14)
+* [Build] Removed Xenko.SamplesBootstrapper and fixed Xenko.Samples.Tests [view commit](https://github.com/xenko3d/xenko/commit/53ce6d3433cf02c51921e673afd3430177c2bbcc)
+* [Samples] Fixed Xenko.Shaders.Tests [view commit](https://github.com/xenko3d/xenko/commit/28c1b8238b9f8d2f1304690431cda729ef16261b)
+* [Build] Use active build configuration rather than forcing Debug [view commit](https://github.com/xenko3d/xenko/commit/51b613f7e84c2e0573c2201467af15fd1ab87b0d)
+* [Build] Stop using Bin\Windows for unit tests [view commit](https://github.com/xenko3d/xenko/commit/f5b0a52848498fb589e4428d01aef1e09829c362)
+* [NuGet] Couldn't resolve EnvDTE.dll [view commit](https://github.com/xenko3d/xenko/commit/13ba08cc9a453934b9a1e5cca20761b2b8691535)
+* [Assets] Don't try to load vcxproj as package [view commit](https://github.com/xenko3d/xenko/commit/303cf2421482d7b33cd78803e4afecf03532325d)
+* [Samples] PhysicsSample: Update for Vector3 Gravity [view commit](https://github.com/xenko3d/xenko/commit/31e2160d495ebb7225482727e9eab5187e28eb7b)
+* [Tests] Xenko.Assets.Tests: Don't compile assets [view commit](https://github.com/xenko3d/xenko/commit/9f35d82f7e742f422accfac482983c20396b170b)
+* [Tests] Fixed some unit tests [view commit](https://github.com/xenko3d/xenko/commit/404b6d4ea4f6a99776696e3c4759434be699900d)
+* [Tests] Fixed folder for gold image [view commit](https://github.com/xenko3d/xenko/commit/d386ff3c657d0e86e2d3e609775a3acb2371cdd7)
+* [Launcher] Ignore server-side dev packages [view commit](https://github.com/xenko3d/xenko/commit/df6aae5a00f602febbfb1e64fe4a5bbd22112836)
+* [Assets] Fixed TestBasicPackageCreateSaveLoad [view commit](https://github.com/xenko3d/xenko/commit/aa227b3f413ee0f121cfe11fdc6bc3487d5e7323)
+* [Assets] Package upgrade is now working for 3.0 projects [view commit](https://github.com/xenko3d/xenko/commit/c1904fc846dd801426dc9b07eeada6df3db8ab38)
+* [NuGet] Update to NuGet 4.9.1 [view commit](https://github.com/xenko3d/xenko/commit/5580bf789adf83eda621e1d86f17fd38dbeb3005)
+* [Launcher] Ignore invalid NuGet sources (404, 401, etc...) [view commit](https://github.com/xenko3d/xenko/commit/4941fdab8c25374f31af5442b271cc3654c02849)
+* [VSPackage] Fix build of test project [view commit](https://github.com/xenko3d/xenko/commit/109eed72e3f5ce6e495f8f90ca888fc92025c01c)
+* [Launcher] Bump to 3.0.1 [view commit](https://github.com/xenko3d/xenko/commit/e446678a90fc839feba266043f22bbe09bc21cca)
+* [Assets] User can now create GameSettings freely (need to display warning if nothing matching expected name?) [view commit](https://github.com/xenko3d/xenko/commit/16eb04e22cefe62c30f1984b12e602ad9c00617f)
+* [CompilerApp] Removed unused GetGraphicsPlatform code [view commit](https://github.com/xenko3d/xenko/commit/d6b6a33fa3174ee1ca29bde3d4167cb28df471e8)
+* [Build] Removed obsolete target files [view commit](https://github.com/xenko3d/xenko/commit/90ce1a0f9c8605ade31504cb7c76eb3905ff1eaf)
+* [Build] Xenko.build now properly build Launcher [view commit](https://github.com/xenko3d/xenko/commit/8ab5690bc3ae0dddec39d5089a16523f33bd9f83)
+* [Build] Switching unit tests to new targets [view commit](https://github.com/xenko3d/xenko/commit/79740098ab6fe979bb1eeabad8e03a7b095a92a6)
+* [VSPackage] Fix Xenko.build targets [view commit](https://github.com/xenko3d/xenko/commit/6005e95fdbd5137a18ced5d0b6ed803e8e88c906)
+* [Build] Clean packages before full package build [view commit](https://github.com/xenko3d/xenko/commit/b498691b12862d3b467875d530554334c90b32b1)
+* [GameStudio] Asset editors close button is back [view commit](https://github.com/xenko3d/xenko/commit/a006a76566cb00a7579dd592a259cc775c2d4e70)
+* [Graphics] Removed PreferredGraphicsPlatform from RenderingSettings [view commit](https://github.com/xenko3d/xenko/commit/fa1acae4e5ebc8eae7342d51b0880c1a29409dd4)
+* [VSPackage] Fix build when using multiple XenkoPlatforms [view commit](https://github.com/xenko3d/xenko/commit/9db1b347eed5b78103a04be024995b3a6bc0fff1)
+* [Build] Adjust package versioning so that NuGetVersion doesn't contain build metadata [view commit](https://github.com/xenko3d/xenko/commit/4bd757dffbf8b128b33366f5270e2912853e9a58)
+* [Native] Explicitly require related Assembly when loading native library (we can't use GetCallingAssembly as it might be wrong due to optimizations) [view commit](https://github.com/xenko3d/xenko/commit/f4a5489254dcdf690b3890ad4fcfc256db31565d)
+* [Native] PreloadLibrary: Use type rather than assembly (to avoid use of GetTypeInfo() everywhere) [view commit](https://github.com/xenko3d/xenko/commit/23bd86129b3730ded7d7d4d62910d0c7da12e4c9)
+* [GameStudio] About page: added markdown files to package [view commit](https://github.com/xenko3d/xenko/commit/a47f7f2dc63ff4e55ba9b471cf969b5353bce524)
+* [Launcher] Few fixes so that launcher properly separate [view commit](https://github.com/xenko3d/xenko/commit/2bd13008907d550bcf2a294c301e09719ed201e6)
+* [GameStudio] About page: display version with build metadata [view commit](https://github.com/xenko3d/xenko/commit/6a5ce5ad0fd8dbc5bbb3f9bb47207e41ce1c2c74)
+* [Build] Force cross-targeting if there is multiple RuntimeIdentifiers [view commit](https://github.com/xenko3d/xenko/commit/c5ed27a84874d885fa2d0b2e60aafe59b81175db)
+* [Launcher] Stay compatible with Xenko 1.x/2.x [view commit](https://github.com/xenko3d/xenko/commit/ec0771e60f4083bd9b4c4791baebfaacac32dd30)
+* [Build] Properly fix how RuntimeIdentifier is used for multi graphics API per platform [view commit](https://github.com/xenko3d/xenko/commit/2000eb74fb2a39634b5d3b387556e10a388f0740)
+* [Assets] Solution file was generated with empty DefaultVisualStudioVersion [view commit](https://github.com/xenko3d/xenko/commit/a8c35f29e5462e969b4daa5d74307efd8f8ee5f6)
+* [OpenTK] Use win7 runtime rather than win [view commit](https://github.com/xenko3d/xenko/commit/fa0d1d943fd580d09e1e07899ca558063dbe9f06)
+* [Assets] Made DefaultVisualStudioVersion public again [view commit](https://github.com/xenko3d/xenko/commit/e6ce005ec91ee47d55342a25f59a348fda11c654)
+* [Build] Properly forward XenkoGraphicsApiDependentBuildAll [view commit](https://github.com/xenko3d/xenko/commit/89424e04065f9f9e5eb140512ea86b51a1e36fff)
+* [Build] Workaround: Remove RuntimeIdentifier from Solution references (https://github.com/onovotny/MSBuildSdkExtras/issues/139) [view commit](https://github.com/xenko3d/xenko/commit/88669a587ceea407551487987dedb4e22b9cd13a)
+* [Assets] Make sure solution/project path use backslashes [view commit](https://github.com/xenko3d/xenko/commit/f6fdfa550d3eed3c12a13874fa9fa616eda5e22f)
+* [Particles] Remove ambiguities in data member order [view commit](https://github.com/xenko3d/xenko/commit/053fb654b76e90672406778f9337fdcbb18adf00)
+* [Assets] Keep solution folders, just remove package info [view commit](https://github.com/xenko3d/xenko/commit/703ee5724dd9ee79bfb47347f7323d94e8c89b6d)
+* [Assets] Improve package upgrade when there is no ProjectReference [view commit](https://github.com/xenko3d/xenko/commit/0f827539dd1be57298fe85e5d8fd9eec308686c5)
+* [Samples] Updated samples [view commit](https://github.com/xenko3d/xenko/commit/3d49f37f9f1de1a9a62acddaa1db3f05592c38e9)
+* [Samples] Removed Xenko.Navigation where not needed [view commit](https://github.com/xenko3d/xenko/commit/13abf567db8a55d2402bdbb70e0964db5c106412)
+* [Samples] Removed Xenko.Physics where not needed [view commit](https://github.com/xenko3d/xenko/commit/725264bb6a7578e4c7ab26ce702c5080642fc2f2)
+* [Assets] Make sure implicit packages have IsDirty set to false when loaded [view commit](https://github.com/xenko3d/xenko/commit/fb7296bf7131e47d779a2534f57d612de44756c5)
+* [Assets] Fix asset upgrade [view commit](https://github.com/xenko3d/xenko/commit/bea53b99a317851fca271153514b22225d4cdad9)
+* [GameStudio] Fixed template samples generator to work with updated project format [view commit](https://github.com/xenko3d/xenko/commit/aaf3ce5635dd9e393d9458ef08f886ba4bed3a3a)
+* [Samples] Updated with 3.1 (step 2) [view commit](https://github.com/xenko3d/xenko/commit/794061c497d034d984fc5cad28608fa292b61de4)
+* [Samples] Keep Xenko.Particles for now, until we have better extensibility in Graphics Compositor [view commit](https://github.com/xenko3d/xenko/commit/c2b417c8e8998ca1df16ad4101fefae9f0fca44f)
+* [Assets] Allow some assets to be non-referenceable (asset name collision is allowed in this case because they exist only at compile-time). This is used for scripts, otherwise they can't have same name as an asset. [view commit](https://github.com/xenko3d/xenko/commit/772c37b0ebf0853cc0e121ed2c4538aaeba5ca06)
+* [Assets] PackAssets: skip excluded files [view commit](https://github.com/xenko3d/xenko/commit/98a908be2ee6134879306972ac05608d2bd11f69)
+* [Settings] Remove the !file when serializing setting keys [view commit](https://github.com/xenko3d/xenko/commit/399f5f2b7435777ad909a201372f7d8cd74ee975)
+* [Build] Package necessary WindowsAPICodePack assemblies with Xenko.Core.Presentation.Dialogs [view commit](https://github.com/xenko3d/xenko/commit/fbb99ceaed4b06f38886ecc5893be24973161003)
+* [Build] XenkoPlatform was not properly set for Linux platforms [view commit](https://github.com/xenko3d/xenko/commit/73f6cab9396d7880cf99d9697fa270e9505d3431)
+* [Assets] PackageUpgrader: react to multiple package names (to support renames and/or package splits in multiple parts) [view commit](https://github.com/xenko3d/xenko/commit/2e0bbe3f005c20779af718c57adab5a09b6efe12)
+* [GameStudio] Improve default asset selection to match opened asset editors [view commit](https://github.com/xenko3d/xenko/commit/68add353023da54323eaa6ea1fe9de297dc91efd)
+* [Assets] Compiler: Move default asset build path to obj\xenko\assetbuild [view commit](https://github.com/xenko3d/xenko/commit/168e038bc76d1ff14198c7c3c3271aa4b1b888fd)
+* [Build] Changed dev/beta versioning to permit upgrading between interleaved dev and beta releases (betaXX.YYYY format with XX = asset version and YYYY = git height) [view commit](https://github.com/xenko3d/xenko/commit/4ab3006e1a12a986184d89fe9f8762545a51741c)
+* [Build] Generate ref folder for all platforms (otherwise Android/iOS/UWP might fallback to ref/netstandard2.0 of Linux) [view commit](https://github.com/xenko3d/xenko/commit/7e1adcdc5db0a4a218a12a09c677cfe918e78e4b)
+* [Build] Fix Android build due to lack of NuGetRuntimeIdentifier [view commit](https://github.com/xenko3d/xenko/commit/a2e151a368275f5404919df3e5d95c23c781c68c)
+* [Templates] Remove the _Game from sample templates [view commit](https://github.com/xenko3d/xenko/commit/5467379f14c53af82f7af9685803f6843c524831)
+* [Build] Adjust PackageVersion for sample templates according to XenkoOfficialBuild rather than XenkoPackageBuild [view commit](https://github.com/xenko3d/xenko/commit/916d0741208acb626e8abfa2e5f27422e295f75b)
+* Updated BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/2c9e6ebe08e24b74c5b825feb3906b9c3add6ff4)
+* [Launcher] Display source in tooltip for Xenko downloads [view commit](https://github.com/xenko3d/xenko/commit/2eba4659510149fee35030269f1b062a617ede05)
+* [VSPackage] Various fixes so that shader highlighting/goto works [view commit](https://github.com/xenko3d/xenko/commit/84bad0265a2a74c350bc01bc8ee27efcdcd94168)
+* [Build] Updated UWP to use uap10.0.16299 [view commit](https://github.com/xenko3d/xenko/commit/1b076cad683134e9aac8396ff60dff605c28fc91)
+* [UWP] Simplified some code (can now use Thread and other newer API) [view commit](https://github.com/xenko3d/xenko/commit/48dddcf52dbc0734a588868c3fe66eb4d1e3bd86)
+* [Build] Hide Microsoft.NETCore.UniversalWindowsPlatform from references and update build doc [view commit](https://github.com/xenko3d/xenko/commit/93fe58ec04a7c2a7df063aea8ef065ebcca62044)
+* [Build] Fix Xenko.Shaders.Tests name [view commit](https://github.com/xenko3d/xenko/commit/a8f09bc21acd2b1b67e359ad448cc97608a336a8)
+* [Assets] New Game template was not properly copying asset package files [view commit](https://github.com/xenko3d/xenko/commit/7c9e3a3969074bc9aa0e91c7c464464e8e53122f)
+* [GameStudio] Use same build folder for game studio as for actual game build [view commit](https://github.com/xenko3d/xenko/commit/3b042d9212954224b2bf54b8d9c4ba808411c0c7)
+* [Templates] Fixed Linux template [view commit](https://github.com/xenko3d/xenko/commit/af3c9a957103c2a0fce56460d69d5e64e53a211a)
+* [Templates] Fixed UWP template [view commit](https://github.com/xenko3d/xenko/commit/37ffe2ee40e47f665f7b329f06634fa9c48d569c)
+* [Build] Use win instead of win7 runtime identifier [view commit](https://github.com/xenko3d/xenko/commit/799442a9778a9431f4eee1aadd5a4a69e1aabab9)
+* [Templates] Additional fix for Linux template [view commit](https://github.com/xenko3d/xenko/commit/11f3b066cfc91021ef04eeebf8c87c3edd6a1390)
+* [Templates] Linux: adjust default runtime identifier [view commit](https://github.com/xenko3d/xenko/commit/c681063eeca3eefe7c8eac6dfc3032d4d658652b)
+* [Launcher] Various fixes for downloading and error reporting [view commit](https://github.com/xenko3d/xenko/commit/6c21e9ac03df9a95352fce6ff489d7d25dc5ced4)
+* [Launcher] Bump to 3.0.4 (3.0.3 was built with incorrect source changes) [view commit](https://github.com/xenko3d/xenko/commit/e2b7b271707b780830256ead6765b7a94013e56e)
+* [VSPackage] Fix NuGet assembly resolve (avoid infinite loop) and handle properly non-Xenko solutions (fixes [#298](https://github.com/xenko3d/xenko/issues/298)) [view commit](https://github.com/xenko3d/xenko/commit/8e98e23c24e14c41deee8457c811055d6c2dec69)
+* [Editor] Properly report solution load/save exception to log [view commit](https://github.com/xenko3d/xenko/commit/1844890dcc1fa6135ed9e91cf256df45387f3f0b)
+* [Reflection] Rewrote part of AssemblyContainer to handle deferred loading [view commit](https://github.com/xenko3d/xenko/commit/db83d963a4890e2055445820be23462af234156f)
+* [Build] Updated to MSBuild.Sdk.Extras version 1.6.65 (compatible with VS2019) [view commit](https://github.com/xenko3d/xenko/commit/5a7ed9624b5470c6a32ea319dc99e9a7bfd3d7a4)
+* [Build] Use $(RoslynTargetsPath) rather than $(MSBuildBinPath)\Roslyn (which doesn't work with VS2019) [view commit](https://github.com/xenko3d/xenko/commit/ee195bacfb8315a170c7a59e59a5bce28fed68d9)
+* Change link+badge for chat from gitter to discord [view commit](https://github.com/xenko3d/xenko/commit/6ac74bb680b17c22249f3c0c76b5b36f13328787)
+* [Build] Use netstandard2.0 version of OpenTK [view commit](https://github.com/xenko3d/xenko/commit/363f0aaf3e33737ffabc30e9a94179b7e7a2299f)
+* [Build] Switch to netstandard2.0 wherever possible for the runtime [view commit](https://github.com/xenko3d/xenko/commit/2213f133744fa821d710e343e59d82ba5622f7d7)
+* [Build] Switch game projects to use netstandard2.0 [view commit](https://github.com/xenko3d/xenko/commit/ad4a6be79bf857e4187b6fb84de06044fe11281e)
+* [Build] Fix Windows+Linux build [view commit](https://github.com/xenko3d/xenko/commit/1b6cc924336fcf5a60b5c060bf515dad5b61f5ea)
+* [Build] Hide Microsoft.NETCore.UniversalWindowsPlatform from references and update build doc [view commit](https://github.com/xenko3d/xenko/commit/40c54176783fae99fdc045dec81a662009c94ab0)
+* [Build] Fixed build of RenderDocPlugin [view commit](https://github.com/xenko3d/xenko/commit/574149f757cc3491e3be5a636ff6d14a194e9fda)
+* [Build] Additional fixes for single 3d graphics API build mode [view commit](https://github.com/xenko3d/xenko/commit/b5f8ea2bd99a9c0cff6618e90521974bb2e50e09)
+* [Templates] Patching of TargetFramework section is now forcing netstandard2.0 [view commit](https://github.com/xenko3d/xenko/commit/e45f1721b3a202463ef821308ebf5221db079ad2)
+* [Templating] Switch to latest version of Mono.TextTemplating (t4) and add reference to netstandard [view commit](https://github.com/xenko3d/xenko/commit/a9999320f08001c0ae9c6a077411b5c936d8f5cc)
+* [Build] Various fixes for .NET Standard build [view commit](https://github.com/xenko3d/xenko/commit/4780b504bdb6f3277744c96632e2862fc8a55dd6)
+* [Build] Bump Android SDK version from 5.0 to 8.1 (Google Play recent requirement for new app and .NET Standard 2.0 also requires 8.0+) [view commit](https://github.com/xenko3d/xenko/commit/8e38e7f907ac32c25846335291e26004b7ea9258)
+* [Build] Force references to be added only for direct and explicit package references [view commit](https://github.com/xenko3d/xenko/commit/be7dcfb571439940cabf8c60fc1590a1bc29b05f)
+* [Build] Properly forward XenkoGraphicsApi when building a single graphics platform [view commit](https://github.com/xenko3d/xenko/commit/e1384ebe811fe6aa2e7f3d2c8e3aabb4f79e7d97)
+* [Build] Make sure to override RuntimeIdentifiers on UWP otherwise it builds all CPU versions and result in write conflicts [view commit](https://github.com/xenko3d/xenko/commit/a86d1de46afa610626e260f8f7c392eb361cb676)
+* [Build] Use "any" instead of "win" [view commit](https://github.com/xenko3d/xenko/commit/5a8f870e976487be43412d34f7116debaa6286a1)
+* [Build] Make sure "win" is the default when building a netstandard2.0 reference (to make sure a RID-specific project always use RID) [view commit](https://github.com/xenko3d/xenko/commit/1f69960fa376151974703a9f85e4ff291d1f0481)
+* [Build] Define output path (otherwise using a Platform might override them) [view commit](https://github.com/xenko3d/xenko/commit/b55b9ec84704c736ba09499aa5bb93afefc9b8ce)
+* [Build] Properly setup RuntimeIdentifier if it was not a Graphics-API-specific one [view commit](https://github.com/xenko3d/xenko/commit/1d59bce041a59622862ff201248444eeb41721f6)
+* [Build] Pack Xenko assets as part of NuGet packaging [view commit](https://github.com/xenko3d/xenko/commit/23d088ee3aca90a49019ae11b486e57ffc976cbe)
+* [Build] Fix the NuGet publish build file [view commit](https://github.com/xenko3d/xenko/commit/3376e62deae026e113e0fc6eb423879ebc061462)
+* [Build] Removed unnecessary solution references [view commit](https://github.com/xenko3d/xenko/commit/1bf755e20fd9ba26cabee8fe8d1d8a560be4fd74)
+* [Build] Properly compute & restrict RuntimeIdentifier for ProjectReference [view commit](https://github.com/xenko3d/xenko/commit/1bd1525db64ee6956d336f01f3280f62c275c59d)
+* [Build] Better detection of default RuntimeIdentifiers [view commit](https://github.com/xenko3d/xenko/commit/d6711de18adf9bb06a77a00cc674f66b7b0c1865)
+* [Build] Fix RuntimeIdentifiers detection for graphics API mode [view commit](https://github.com/xenko3d/xenko/commit/f25b105a0765c30dcf277a6dfec749b466a8cff7)
+* [Build] Adjust RuntimeIdentifier and XenkoPlatform detection [view commit](https://github.com/xenko3d/xenko/commit/855d27e26b109e9884c916beb6ae1ea1a8262989)
+* [Launcher] Remove custom Http code and decrease concurrency (which might be problematic since our packages are bigger than average) [view commit](https://github.com/xenko3d/xenko/commit/affdb7232c8634c23065db2a7beb7b1aa9c73478)
+* [Launcher] Switch from gitter to discord [view commit](https://github.com/xenko3d/xenko/commit/a38afda0ffc7d941ef8d1973b5d49e6087310820)
+* Updated BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/51ff4ead560002119a0d588c659759ef747bf160)
+* [Launcher] Bump to 3.0.5 [view commit](https://github.com/xenko3d/xenko/commit/2b9fbe39afcdc70c760d0aa831091c4028f50817)
+* Update Crowdin configuration file [view commit](https://github.com/xenko3d/xenko/commit/a9352737ddefbf1ff321a9b6fee25d130052ca98)
+* Update Crowdin configuration file [view commit](https://github.com/xenko3d/xenko/commit/a528cff46bf93dbf89d66e8b74d37906f800a83c)
+* [Launcher] Skip unlisted packages, and don't use cache [view commit](https://github.com/xenko3d/xenko/commit/a0459e31eee3c0f649097d812f23c09883169199)
+* [Launcher] Also use normal output data for error output of PackageInstall.exe [view commit](https://github.com/xenko3d/xenko/commit/8608ff091cae91a2f740e5523e09c0d27b7d6476)
+* [Physics] Enable PhysicsShapesRenderingService only if there is a IGraphicsDeviceService [view commit](https://github.com/xenko3d/xenko/commit/eba446713da62822a110f9eda5ef3253818233dd)
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/b6333f3285d891bda4053146a0e32a19feedaae6)
+* Merge remote-tracking branch 'origin/master-3.0' [view commit](https://github.com/xenko3d/xenko/commit/b54f35afaf7eb520b2897516e64633e4b2c99297)
+* [Physics] Add comment for PhysicsShapesRenderingService creation [view commit](https://github.com/xenko3d/xenko/commit/94cb4b1c490ee4fdcce94b29e34f1fc9509dea23)
+* [Build] Added option XenkoPublishSkipSamplesTemplates [view commit](https://github.com/xenko3d/xenko/commit/dffa6ee4d0887db64304615f8a59a43a4ac588b8)
+* [Build] Adjust platform detection (broken for multiplatform) and preparations for OSX [view commit](https://github.com/xenko3d/xenko/commit/9c3fa42f753a619d12d78c8c9d08b3e67e3fe150)
+* [Build] Additional fixes for computing runtime identifiers [view commit](https://github.com/xenko3d/xenko/commit/dcf310f81ddb356f28f5d219e9cd35cd3eee37ed)
+* [Build] Further fixes for computing runtime identifiers [view commit](https://github.com/xenko3d/xenko/commit/6542d92acee67b183d8a92c442e8c769d2cdda4c)
+* [Build] Run Visual C++ checks only on .NET Framework MSBuild [view commit](https://github.com/xenko3d/xenko/commit/68bfba4cfce380b4ebc42541dbc70a025716c95e)
+* [Build] Additional setup for macOS build [view commit](https://github.com/xenko3d/xenko/commit/33fea75c991f8974854c37fb7e533fa8008882e7)
+* Merge pull request [#323](https://github.com/xenko3d/xenko/issues/323) from Kryptos-FR/feature/l10n [view commit](https://github.com/xenko3d/xenko/commit/f719acaecdaf93e52f3e547156ca04158642f7e9)
+* [Build] Native: Generate only x64 for macOS (.NET Core only supports x64) [view commit](https://github.com/xenko3d/xenko/commit/fc6e267cadc795fbb47b961f46696e3134d2f746)
+* [Graphics] Update to SDL 2.0.9 [view commit](https://github.com/xenko3d/xenko/commit/19f3fdcaec44e2e7a67bc8a4f171ae7a12b9929e)
+* [Graphics] SDL: Load from proper directory [view commit](https://github.com/xenko3d/xenko/commit/ae63fcf683e5ba830ae5318407f5c839c43f07bf)
+* [Shaders] Added macOS glslangValidator [view commit](https://github.com/xenko3d/xenko/commit/76cd37b15b0e87324e73e28b8aa6193ae06152d1)
+* [Shaders] Vulkan: Add "NoSampler" to reflection [view commit](https://github.com/xenko3d/xenko/commit/cd609ad45f10c4e6587ebb87f635d4e6516c6143)
+* [Core.IO] Disable LockFile code from macOS (not supported) [view commit](https://github.com/xenko3d/xenko/commit/661bd8513bb2e6aeae4e141c42322bc33568d8d7)
+* [Core] Copy native libs for more platforms, and only if CopyLocalLockFileAssemblies is not set to false [view commit](https://github.com/xenko3d/xenko/commit/66ba0cd28404bb4fad91658ae177e119bf820336)
+* [Build] macOS: Update NativePath to latest version [view commit](https://github.com/xenko3d/xenko/commit/6e12e806905dbb43e811688de643e78c6db2c3c7)
+* [Graphics] Update SharpVulkan (works on OSX and easier to access NativeHandle) [view commit](https://github.com/xenko3d/xenko/commit/6522836725d9d693634c074969b958f61188442e)
+* [Graphics] macOS: Added MoltenVK [view commit](https://github.com/xenko3d/xenko/commit/897a5ac1e8ec2d4bf7baef041b4b9cecd800d935)
+* [GameStudio] Added project template for macOS [view commit](https://github.com/xenko3d/xenko/commit/6a096b401f85aa3cb1f322addcf8ce36be57cbcd)
+* [Localization] Use $(RoslynTargetsPath) rather than $(MSBuildBinPath)\Roslyn (which doesn't work with VS2019) [view commit](https://github.com/xenko3d/xenko/commit/6c1a4cd3c66c66ef9facd201136e252b074e3176)
+* [Samples] Templates: Added Cache to list of ignored folders (can be leftover from build during previous Xenko versions) [view commit](https://github.com/xenko3d/xenko/commit/d47e8cfa77de1ec6a483f2e2e1a52173106cd227)
+* [Graphics] macOS: Updated MoltenVK [view commit](https://github.com/xenko3d/xenko/commit/ccc487751a7d5fddad5dda7e2d2a995842d59119)
+* [Assets] PackAssets: Use proper asset path when computing resources relative paths (fixes [#326](https://github.com/xenko3d/xenko/issues/326)) [view commit](https://github.com/xenko3d/xenko/commit/5109915edbd514e154ebc3e914a49f036f392fee)
+* [VSPackage] Upgrade version to 3.0.3. Add support for VS2019. New release needed since RestoreHelper.cs was updated (fixes [#324](https://github.com/xenko3d/xenko/issues/324)) [view commit](https://github.com/xenko3d/xenko/commit/5c7159721ebf65b4a9f8107e1380880c9d8cf4d2)
+* Update license for 2019 [view commit](https://github.com/xenko3d/xenko/commit/c21c5da8d2604a8735ea396556fa40cfb4c5063c)
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/307be228f328f25ead2347f840879ca5654bdb09)
+* [Build] Copy .xml and .pdb from NuGet package references when using new csproj format [view commit](https://github.com/xenko3d/xenko/commit/555b4f433d1392cfc3e964f14696132f4c1eed4c)
+* [VSPackage] Run VSIX installer only for VS2017+ (fixes [#332](https://github.com/xenko3d/xenko/issues/332)) [view commit](https://github.com/xenko3d/xenko/commit/07438702b7761d95351773c5d1ca56c06da61b1f)
+* [Build] Use latest version of Windows 10 SDK [view commit](https://github.com/xenko3d/xenko/commit/e675185ef18cc8b34be7903115ee2d8a4e630a59)
+* [Build] Update requirements [view commit](https://github.com/xenko3d/xenko/commit/e4fd4f0687df1beedf3402710485798a174582c9)
+* [Build] Publish was not properly copying native libs and compiled assets (fixes [#331](https://github.com/xenko3d/xenko/issues/331) and [#334](https://github.com/xenko3d/xenko/issues/334)) -- thanks to jazzay for the initial implementation [view commit](https://github.com/xenko3d/xenko/commit/05e746a920cf41b8fc699426cc1e8550ae28c03a)
+* [VSPackage] Make ProjectReference between Commands and Package private so that it doesn't exist as a NuGet dependency [view commit](https://github.com/xenko3d/xenko/commit/76d05a4ab7190c80d8b8b27f7b75255065f01b1b)
+* [VSPackage] Add TODO for restore log [view commit](https://github.com/xenko3d/xenko/commit/ad0e048637d229e4cac0931ddbeb38e577f23878)
+* [Build] Native: use vcxproj directly to avoid TRK0005: Failed to locate: "link.exe" or "cl.exe" (fixes [#337](https://github.com/xenko3d/xenko/issues/337)) [view commit](https://github.com/xenko3d/xenko/commit/2982d61547ff55c555c2d161f921af87faf87b41)
+* [Build] Properly include install-prerequisites.exe next to Xenko.GameStudio packageinstall.exe [view commit](https://github.com/xenko3d/xenko/commit/59c6713145dcacf86ee4f51c62662acc0f09a8e8)
+* [Install] Prerequisites installer: improve error reporting and retries (i.e. UAC not clicked) when installing Visual Studio or Build Tools [view commit](https://github.com/xenko3d/xenko/commit/3d29a4f0d3b0e9bbda26e81932a8f7c2e7587176)
+* [Install] Prerequisites: Update to VC++ 2017 prerequisites [view commit](https://github.com/xenko3d/xenko/commit/b40d2657bd28736b2e0327fdda239ecd13437276)
+* [Install] Prerequisites: Add ".NET Core 2.1 development tools" to list of Visual Studio prerequisites [view commit](https://github.com/xenko3d/xenko/commit/fe85d992f7bb4213ab810c6a971520ed751afee3)
+* [Install] Prerequisites: Improve Visual Studio detection/update mechanism [view commit](https://github.com/xenko3d/xenko/commit/e435015424568631aabcfbdc9fe409554b1b0fec)
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/0dde714bbb370c9c1e41596cdc859984fcaf2a14)
+* [GameStudio] Switch to Roslyn 2.10 [view commit](https://github.com/xenko3d/xenko/commit/989469db9e2749ac8e69b8ea8a5bde06451b7c23)
+* [Assets] PackAssets: properly copy RootAssets (fixes [#347](https://github.com/xenko3d/xenko/issues/347)) [view commit](https://github.com/xenko3d/xenko/commit/7144d61795fa6b908443aad1589b9dfac5e17fc5)
+* [Assets] Perform null check before upgrading PackageProfile [view commit](https://github.com/xenko3d/xenko/commit/c5164c5939a0ec7b1edf79d231b2107cf130f998)
+* [Assets] PackageSession: Properly fallback to AssemblyName if PackageId is not set [view commit](https://github.com/xenko3d/xenko/commit/aad3c7519457dc7aa9a4061af314b8420810074c)
+* [Assets] Remove asset upgrader code for versions before 3.0 [view commit](https://github.com/xenko3d/xenko/commit/0521c0d066d005bde496ffe9ab656374e2a51f33)
+* Explain how CLA is to be signed. [view commit](https://github.com/xenko3d/xenko/commit/233d891767dd78148c2ff99a3706f8909cc48f57)
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/55092e25f2afc3f4107a57fe8678161c944bda83)
+* [Build] NuGetVersion reported to TeamCity was wrong [view commit](https://github.com/xenko3d/xenko/commit/fd5c4b0eff9ce683ba09b51e0e91c28667514d10)
+* [VR] Fix UWP build ([#213](https://github.com/xenko3d/xenko/issues/213)) [view commit](https://github.com/xenko3d/xenko/commit/bdc87cc85e791ef28ab6ea891c531c7a8a6ac1f2)
+* [Build] Add XenkoBuildDoc parameter to force TargetFramework even if not specified (seems necessary for older version of Roslyn used in docfx) [view commit](https://github.com/xenko3d/xenko/commit/35923fa6f570b812fc29c12fddd51710cc51c68f)
+* [GameStudio] Add missing RoslynPad assemblies in the composition context [view commit](https://github.com/xenko3d/xenko/commit/434741423ad6fcf8359cf24435ebd7e4a394088c)
+* [GameStudio] Allow drag & dropping of read-only assets (as long as they wouldn't be modified) [view commit](https://github.com/xenko3d/xenko/commit/f542345bb83b0171e53b0716be3a8fd61b6efb8d)
+* [GameStudio] CodeLibrary projects were not properly initialized (assets couldn't be created) [view commit](https://github.com/xenko3d/xenko/commit/b41a90143408fb08b63e5a280a42fbcfa9fce091)
+* [Build] Sign packageinstall.exe [view commit](https://github.com/xenko3d/xenko/commit/48600c088ef0a4d6e29477a78f85582c316ed6c6)
+* [Build] Include RoslynPad assemblies with Xenko.Assets.Presentation package [view commit](https://github.com/xenko3d/xenko/commit/5470299ed9d8fafb38808cd8f9835f65d180aff4)
+* Update ContributorLicenseAgreement.md [view commit](https://github.com/xenko3d/xenko/commit/5d91b9cf56ce416813aff77162f7d6e33a840f52)
+* [Build] Unlocking C[#](https://github.com/xenko3d/xenko/issues/) 7.3! [view commit](https://github.com/xenko3d/xenko/commit/04fec1d138689e05c3f25c87f46d7064b2205c98)
+* [Core.Design] AssemblyContainer: Process deps.json files (fixes [#365](https://github.com/xenko3d/xenko/issues/365), fixes [#342](https://github.com/xenko3d/xenko/issues/342)) [view commit](https://github.com/xenko3d/xenko/commit/0dcbaafc442caa8b5d56a1f235387783b6c98df2)
+* Merge branch 'master-3.0' [view commit](https://github.com/xenko3d/xenko/commit/2592f84d7b074da875cf0e2350f1a8d592c9d9bd)
+* [Physics] Fix ColliderShapeAsset upgraders (was previously enclosed in XENKO_SUPPORT_BETA_UPGRADE) [view commit](https://github.com/xenko3d/xenko/commit/2a12c6643ff493b25b85b6e9bd309dd78858bc9f)
+* Merge remote-tracking branch 'origin/master-3.0' [view commit](https://github.com/xenko3d/xenko/commit/762e95559739055993afcb0fe67bc7c4b98acdee)
+* Merge remote-tracking branch 'origin/master-3.0' [view commit](https://github.com/xenko3d/xenko/commit/5f596657e006bfea9ebbf0f04302df5e3f3aed85)
+* [Build] Add option -NoSymbols to nuget push [view commit](https://github.com/xenko3d/xenko/commit/464585288f58c214d302db870d9c38406ae5a70c)
+* [Graphics] D3D: add support for using typeless textures [view commit](https://github.com/xenko3d/xenko/commit/ff28be350deb6dd7492743fe60a208613c4a7a76)
+* [Reflection] AssemblyContainer: return already loaded assemblies if AssemblyName matches rather than loading new one (it seems that assembly is requested several times because we are not loading in the proper load context) [view commit](https://github.com/xenko3d/xenko/commit/feb297a828e051e28e83c15e4132c950ebf2f6d9)
+* [Build] runtime.json: fix spacing [view commit](https://github.com/xenko3d/xenko/commit/062066d635210894575fb7f6d7f34c2a2930ca46)
+* [Build] Added new CPU-specific variants to runtime.json ([#370](https://github.com/xenko3d/xenko/issues/370)) [view commit](https://github.com/xenko3d/xenko/commit/d52b6ac6a4e01968c211f5f95806b530f3b0aedb)
+* [Build] Bumped LLVM to 7.0.1 [view commit](https://github.com/xenko3d/xenko/commit/06ee9130144ad4da1e3acaeb608e45243a83fa95)
+* [Render] Decouple RenderParticleEmitter from ECS [view commit](https://github.com/xenko3d/xenko/commit/abfb0060a4405fe5712bcb57e657e2f3715436a5)
+* [Render] Decouple RenderUIElement from ECS [view commit](https://github.com/xenko3d/xenko/commit/fc805ea6b8528d200906102bba59ae5c35ee2820)
+* [Render] Decouple RenderMesh and others from ECS [view commit](https://github.com/xenko3d/xenko/commit/15ffffd2163468ca4c6540bd3a726fec32ebf4c6)
+* [Rendering] Remove various dependencies from lighting code to LightComponent [view commit](https://github.com/xenko3d/xenko/commit/e7ca9d2c58f45077d13e9ecdd7ad6bd5a794988c)
+* [Rendering] Removed SceneInstance dependency from rendering code [view commit](https://github.com/xenko3d/xenko/commit/cc4bd9f071536857bfb9eef5644da6f867dd5c97)
+* [Rendering] Removed dependency from VisibilityGroup to ShadowMapRenderView [view commit](https://github.com/xenko3d/xenko/commit/1cd0f982ac1818fdde11624ad4ceada230c25ec6)
+* [Rendering] LightSkybox: Removed obsolete comment [view commit](https://github.com/xenko3d/xenko/commit/0a519701ce5d1e4ba1e5886b8ccd74d11702db21)
+* [Rendering] Moved RenderGroup class to Rendering namespace [view commit](https://github.com/xenko3d/xenko/commit/25ec89f0391aeedc91616a7a6282aee9a135b3bb)
+* [Rendering] PostFX: remove dependency to CameraComponent [view commit](https://github.com/xenko3d/xenko/commit/ff279b024d5db2a34754ea4d52c83e071d9fce81)
+* [Rendering] ShadowMapRenderer: remove unused nested class [view commit](https://github.com/xenko3d/xenko/commit/20c5f2b4dcd821251115c0cdd70d16c9e1aefef7)
+* [Rendering] ForceAspectRatioSceneRenderer: Made default aspect ratio local to remove dependency to CameraComponent [view commit](https://github.com/xenko3d/xenko/commit/71248f369637397946c9bfb705e6b4bc8e746a8c)
+* [Engine] Moved IndexingDictionary to Xenko.Core [view commit](https://github.com/xenko3d/xenko/commit/9b116257c66e85c4a62be958e8345c95ae1dc510)
+* [Rendering] EffectSystem: Remove dependency to Game class and move EffectCompilationMode in the same namespace [view commit](https://github.com/xenko3d/xenko/commit/0cc21349a0c4c172c53a94ad7fc7f69547708b3e)
+* [Rendering] EffectSystem: Moved CreateEffectCompiler in a separate static class outside of Rendering code [view commit](https://github.com/xenko3d/xenko/commit/b07e77909c4d705085a74044453d94d39aacc817)
+* [Rendering] Made ForwardLightingRenderFeature not dependent on LightProcessor anymore [view commit](https://github.com/xenko3d/xenko/commit/9eceed040ce44d73cf42f16509970a5793ea7250)
+* [Rendering] Made LightProbe code not dependent on LightProbeProcessor anymore [view commit](https://github.com/xenko3d/xenko/commit/921dd9d243379f6bd14dfdfe27ab830cd03139ca)
+* [Rendering] Made LightShafts independent from LightShaftProcessor [view commit](https://github.com/xenko3d/xenko/commit/034abed5674cc05bc9373833e5abf1f0a554a705)
+* [Rendering] Fixed RenderContext.GetCurrentCamera() tag owner [view commit](https://github.com/xenko3d/xenko/commit/c855896753530454e6ed8678ff55817b66724639)
+* [Streaming] Removed dependency on Engine.Game [view commit](https://github.com/xenko3d/xenko/commit/500c4e50fc3124534c65bd23d764f5fb559bb0da)
+* [Rendering] Splitted most of low-level rendering code into a new Xenko.Rendering assembly [view commit](https://github.com/xenko3d/xenko/commit/2cf773e19acabb86d918d0742af9c9e034b4c250)
+* [SpriteStudio] Fixes for SpriteStudio to work properly again [view commit](https://github.com/xenko3d/xenko/commit/c1522239be6e424a3d0362bd726512a3afb69361)
+* [Rendering] Make Xenko.Rendering platform-specific [view commit](https://github.com/xenko3d/xenko/commit/50b9525155455e817a07dd834d173e974422a06d)
+* [TextTemplating] T4: use a custom version of Mono.TextTemplating, including https://github.com/xen2/t4/commit/0d0b6db3ca3aba82fd7597951be2361265043e5e [view commit](https://github.com/xenko3d/xenko/commit/4372725f93774bf37f69575deceb910e58b41e74)
+* [Serializaton] Bump format version (Rendering split) [view commit](https://github.com/xenko3d/xenko/commit/a116d28d45d0bf6d0eb445f3226dc64768b7e803)
+* [Build] Bump to beta02 [view commit](https://github.com/xenko3d/xenko/commit/cb233fe3eae5cdf13ac8ce07f5a24b6316502371)
+* [Build] Fix .usrdoc generation and copy (fixes [#377](https://github.com/xenko3d/xenko/issues/377)) [view commit](https://github.com/xenko3d/xenko/commit/2c3f881b0008fb63dede4664b7b8ba810af3390d)
+* [NuGet] Remove deleted xenko sources during startup to avoid restore failures (fixes [#338](https://github.com/xenko3d/xenko/issues/338)) [view commit](https://github.com/xenko3d/xenko/commit/293d60a2bdc4b6d2773a1da914fd802483828288)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/734c49d6d02839603d494cd881662089fd6b804c)
+* [Localization] Added Russian as a supported language [view commit](https://github.com/xenko3d/xenko/commit/123f45ed89d838b8bf25d5fd53ba84d345b272b8)
+* [Localization] Added a few missing important translations (which were omitted for ApplicationCommands) [view commit](https://github.com/xenko3d/xenko/commit/0e9c28fe8b2a681a190169e05aff3ecb4f3ba674)
+* [CrashReport] Bumped crash report to 1.0.1 (force HTTPS), anonymize reports and make sure it doesn't conflict with NuGetAssemblyResolver [view commit](https://github.com/xenko3d/xenko/commit/401496a90cfb05ae84b83a5d9b10e6fb61875290)
+* [Localization] Updated po files [view commit](https://github.com/xenko3d/xenko/commit/8842ed8450c2a051f269fc285c49fc269d83ef71)
+* [Build] Regenerated sln (which were invalid since Xenko.Rendering was added) [view commit](https://github.com/xenko3d/xenko/commit/8ff58adb66baf2f96cb57af4c23a008e552f5ed2)
+* [Samples] Removed reference to RenderContext.SceneInstance (fixes [#386](https://github.com/xenko3d/xenko/issues/386)) [view commit](https://github.com/xenko3d/xenko/commit/618f743e1435d59d2a4db6bbc82402d28f278d0a)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/c6ae02074bd28789b6eee45e643cc69d2fe3a08c)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/30ae84d7a1e87ae51f16a33ff1a933aa9f458996)
+* [Localization] Only generated when building Release, and added Russian in Xenko.Editor [view commit](https://github.com/xenko3d/xenko/commit/d145c85c123455acac052b2b95912e1cdb33d124)
+* [Localization] Added support for German and Spanish [view commit](https://github.com/xenko3d/xenko/commit/f1d652d85d39dfb0e971e7a76aa31962872abca6)
+* [Localization] Rearranged targets so that localization code is unified [view commit](https://github.com/xenko3d/xenko/commit/4ef26603cdd8cba96cc1ad9e42dbc824cbc76588)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/def9b2dee260333f9380adac91f61878b7efd781)
+* [Localization] Added support for Chinese (Simplified) [view commit](https://github.com/xenko3d/xenko/commit/5edc9a513c6c1128e6817825cc0bc2d113669204)
+* [Setup] Don't delete top level installation folder if not empty (esp. if it was installed in a root folder containing other programs by mistake!) [view commit](https://github.com/xenko3d/xenko/commit/2e1f3fe293468ef1def17c64bd319878ef219c1a)
+* [Launcher] Use cache but always refresh it, even when installing. [view commit](https://github.com/xenko3d/xenko/commit/5a1b80fa2ef620cbb6aef34963ce773a8fcd4f2f)
+* [Launcher] Set LauncherApp as default project [view commit](https://github.com/xenko3d/xenko/commit/8f407f5c4e63f24bfa3ed598388f006ad3fc2177)
+* [Launcher] Bump to 3.0.6 [view commit](https://github.com/xenko3d/xenko/commit/65aa83110182a00922982eb125a3dde32f23d98e)
+* [Templates] Fix version in reference to Xenko.Samples.Templates package [view commit](https://github.com/xenko3d/xenko/commit/8227cfdb4a2f200bbfbb44772958bc8a8011b890)
+* [Rendering] Add Sprite to rendering only if it's enabled [view commit](https://github.com/xenko3d/xenko/commit/559f0c4d802cc6dca204cf2f508248dc607a1646)
+* [Rendering] Properly register Xenko.Rendering in AssemblyRegistry (fixes [#409](https://github.com/xenko3d/xenko/issues/409) and fixes [#410](https://github.com/xenko3d/xenko/issues/410)) [view commit](https://github.com/xenko3d/xenko/commit/7be25ab4aceae0a017f133aa495527afa015bdf3)
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/ad2c14a852e875628f312c10157dc9c44addf9fa)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/e6c7966fc3acca5bad012daeba9fc4c1587fb01f)
+* [GameStudio] Fast-reloading for types such as Material and Texture were not working as expected, forcing a full model reload on every edit [view commit](https://github.com/xenko3d/xenko/commit/03ebfc8c098746da5e2844f766ecaf246215d8b6)
+* [GameStudio] Fix for fast-reloading [view commit](https://github.com/xenko3d/xenko/commit/5cb22fcf0a056001f7a7fa01190adb190194234e)
+* [GameStudio] Rewrote and simplified code for fast reloading (also support cases such as material layers properly now) [view commit](https://github.com/xenko3d/xenko/commit/e4bae817dc810d36db68192a9f12292e6abf5b52)
+* [GameStudio] AvalonDock: Fix a bug in AvalonDock 3.4.0 which sets CanClose to false once a LayoutAnchorable is dragged into a new floating window or a new pane. [view commit](https://github.com/xenko3d/xenko/commit/9076b1eb951d2fced51103725f517155d823dad2)
+* [Physics] CleanContacts was working on previousFrameContacts rather than currentFrameContacts, resulting in warnings "Pair not present". Thanks @EternalTamago for the fix! (fixes [#88](https://github.com/xenko3d/xenko/issues/88)) [view commit](https://github.com/xenko3d/xenko/commit/93c111a179675384a09a6a7c7a43d0a643f63fce)
+* Update BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/0029ebee92db0458b69e1d3cb3b58126aaff335a)
+* [Graphics] D3D11: Begin/End were not reentrant because of how Query were used ([#427](https://github.com/xenko3d/xenko/issues/427) [#428](https://github.com/xenko3d/xenko/issues/428)) [view commit](https://github.com/xenko3d/xenko/commit/f60d8bba0c38704361699fd735beb4205230e160)
+* Merge remote-tracking branch 'origin/master-3.0' [view commit](https://github.com/xenko3d/xenko/commit/41f9389825ed6d5c2e0423cb17e3c56c1c6efad8)
+* [Audio] Encode little bit longer to compensate for encoding delay (fixes [#350](https://github.com/xenko3d/xenko/issues/350)) [view commit](https://github.com/xenko3d/xenko/commit/83e0c19f62b164f23d24866f1b0e587686850a6b)
+* [Build] Make sure _XenkoGenerateDependencies runs in all situations (otherwise unit tests won't work) [view commit](https://github.com/xenko3d/xenko/commit/5837f9181c885427e35ee6f95276334a26aa801e)
+* [Build] Make sure _XenkoGenerateDependencies runs also for C++ projects [view commit](https://github.com/xenko3d/xenko/commit/452af9896e0992e7b35e74b4cbfd58974c6616a8)
+* [Build] Readjust _XenkoGenerateDependenciesAfterBuild target/comments [view commit](https://github.com/xenko3d/xenko/commit/643d09572e4b5046767712e9339e3b50f35af382)
+* [Build] Unit tests: use proper xunit.console.exe depending on x86 or x64 [view commit](https://github.com/xenko3d/xenko/commit/7fa89cadcf9f1088dc1d996ffea648f54e19a142)
+* [Tests] Fix sample games unit tests [view commit](https://github.com/xenko3d/xenko/commit/d9660087fe00284b22d500d7566489b505232534)
+* [Samples] Fix Sprite Studio demo (missing reference to SpriteStudio runtime) [view commit](https://github.com/xenko3d/xenko/commit/52da39c71844bce88cbf6fbda66b3655270c7dc8)
+* [Editor] Preview View Model was not properly removing event handlers (fixes [#438](https://github.com/xenko3d/xenko/issues/438)) [view commit](https://github.com/xenko3d/xenko/commit/be47e4ca32d1c4c444f9c05665fed355c50e21cf)
+* [Launcher] Improve log/error message in an attempt to investigate [#310](https://github.com/xenko3d/xenko/issues/310) [view commit](https://github.com/xenko3d/xenko/commit/bbb42daa2a7fef9745f1afe27cfad718ef8ecbaf)
+* [NuGet] Switch to NuGet 5.0 [view commit](https://github.com/xenko3d/xenko/commit/d552c9780d83c705efa01257672165c527886efc)
+* [Build] Require VS2019 instead of VS2017 to take advantage of new NuGet buildTransitive feature [view commit](https://github.com/xenko3d/xenko/commit/105bd5cd007eb490f90e8952932c9cff1d971574)
+* [Build] Removed obsolete props files [view commit](https://github.com/xenko3d/xenko/commit/47e10426f1ed56aabd2e69f5544fa0b660c88177)
+* [Build] Update NuGet.exe to 5.0 [view commit](https://github.com/xenko3d/xenko/commit/230b1acd91e9d5d597e0f148121be26f5962dc15)
+* [Build] Update build instructions [view commit](https://github.com/xenko3d/xenko/commit/c6a35d611ecda67f36d8de52c0049961761fc887)
+* [VSPackage] Update to new AsyncPackage and upgrade/cleanup unecessary PackageReference [view commit](https://github.com/xenko3d/xenko/commit/468faa7de46d2cbdc36aef745f15edacc3f841c0)
+* [Build] Bump MSBuild.Sdk.Extras to 2.0.24 [view commit](https://github.com/xenko3d/xenko/commit/01c81aed9c92a5637900f73e217b68fc1f6681c9)
+* Merge remote-tracking branch 'origin/master' into vs2019 [view commit](https://github.com/xenko3d/xenko/commit/e8eb8dd42c88e285f1d560b71c570352fd1e0414)
+* [AssemblyProcessor] Fix a case where ImportReference was not called for GetTypeFromHandle(). Bumped Cecil to NuGet 0.10.3 rather than custom one. [view commit](https://github.com/xenko3d/xenko/commit/f1183afecbda122c90f1f3f02bdd15738b4c52db)
+* [Assets] Added a new KeepReferences flag to AssetCloner [view commit](https://github.com/xenko3d/xenko/commit/2f396b11a5349f695263d65618b4477f47a4279b)
+* [Build] Stop detecting Android NDK version using folder name (latest VS2019 uses "ndk-build" folder name without version) [view commit](https://github.com/xenko3d/xenko/commit/3af4664400c66cc7d4724f516fbc9ab0728fee10)
+* [Build] VS2019 now understand WindowsTargetPlatformVersion being set to 10.0 rather than a specific version. Also bump PlatformToolset to v142 [view commit](https://github.com/xenko3d/xenko/commit/1947227e81d36eb23b97af6e4d3d2fd6f1dffa96)
+* [Build] Converted some design-time libraries to .NET Standard 2.0 [view commit](https://github.com/xenko3d/xenko/commit/4438b73c816ab77fc40660afb868f6297ef06db0)
+* Revert "[AssemblyProcessor] Fix a case where ImportReference was not called for GetTypeFromHandle(). Bumped Cecil to NuGet 0.10.3 rather than custom one." [view commit](https://github.com/xenko3d/xenko/commit/f55404586c9fc6db5e6a0473b71d856d99ab30c0)
+* [AssemblyProcessor] Fix a case where ImportReference was not called for GetTypeFromHandle(). [view commit](https://github.com/xenko3d/xenko/commit/e2c44d3d229bea7e895d20094356ce5c37aa37aa)
+* [Assimp] Added error details if something went wrong (and test if scene is null to avoid NullReferenceException). [view commit](https://github.com/xenko3d/xenko/commit/fed4c1c95a2bb5fd8d9055f3010c2baaa722f953)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/3b9bce0e88c18404483b23707345372a8419d074)
+* [Build] Reorganized targets to more easily choose multiple graphics platforms at once. [view commit](https://github.com/xenko3d/xenko/commit/c37855a945278d4462bf24a9ed7ab8d29fee94b8)
+* [Build] Bumped sln to use VS2019+ [view commit](https://github.com/xenko3d/xenko/commit/dddd4dd3dcfdb1e9d92d0f67a80eb89303575c1a)
+* Revert "[Build] Reorganized targets to more easily choose multiple graphics platforms at once." [view commit](https://github.com/xenko3d/xenko/commit/5ebf081c342de88223f28c9618664f2d3c869d59)
+* [Build] Reorganized targets to more easily choose multiple graphics platforms at once. [view commit](https://github.com/xenko3d/xenko/commit/50bcd63e40d4df8112f06f51bc8e8dca9ef28662)
+* [Build] Removed deprecated Android armeabi CPU architecture (fixes [#461](https://github.com/xenko3d/xenko/issues/461)) [view commit](https://github.com/xenko3d/xenko/commit/09cadb3d143acb56831b0f69c61beb6db7caf5d9)
+* [Vulkan] Back buffer: add missing ViewType parameter (2D) when creating back buffer [view commit](https://github.com/xenko3d/xenko/commit/40b92cb2fbcb5ebde2858ee06c5364db7f2c0a4d)
+* [Build] Android: Bump TargetSdkVersion to API level 27 (matches VS2019 install and TargetFrameworkVersion set in csproj) [view commit](https://github.com/xenko3d/xenko/commit/89936b1e8163062c7136010171f8a42abd10976c)
+* [Launcher] NuGet: 1 hour timeout instead of 100 seconds as a workaround for https://github.com/NuGet/Home/issues/8120 (fixes [#310](https://github.com/xenko3d/xenko/issues/310)) [view commit](https://github.com/xenko3d/xenko/commit/6723f0cd54feb5e8e786e486da4b8cda16cd5b97)
+* [Launcher] Bump to 3.0.8 [view commit](https://github.com/xenko3d/xenko/commit/fa4f92e1795cad839d9b174b0151c6c9826c75bf)
+* Revert "[Assimp] Updated assimp to official 4.1.0 and updated references in projects (closes [#458](https://github.com/xenko3d/xenko/issues/458))" [view commit](https://github.com/xenko3d/xenko/commit/4f6f3fa1a29a7a5403612c5b42be456e9547ea3c)
+* [Build] Removed armeabi libraries to completely fix [#461](https://github.com/xenko3d/xenko/issues/461) (fixes [#470](https://github.com/xenko3d/xenko/issues/470)) [view commit](https://github.com/xenko3d/xenko/commit/79d7d75895e81890de1945b09e4fe7bd235c27d1)
+* [Build] Android: unify all minSdkVersion to 16 and targetSdkVersion to 27 (fixes [#469](https://github.com/xenko3d/xenko/issues/469)) [view commit](https://github.com/xenko3d/xenko/commit/d19585fe7afafa3df713f939bb2e338f1c3d8e8c)
+* [VSPackage] Bump to 3.0.5 [view commit](https://github.com/xenko3d/xenko/commit/b2a449162b50bb2cbbf478c5de1f5e7082d66d0f)
+* [Physics] Renamed NewShapeFromDesc to CreateShape [view commit](https://github.com/xenko3d/xenko/commit/d65a7f20d60555a05d42be418f9fbea10e2ce63d)
+* [Launcher] Allow to select Xenko version [view commit](https://github.com/xenko3d/xenko/commit/f4d406cede1875f23886a110d64e14fef21f0566)
+* [Build] Bumped Cecil to NuGet 0.10.4 rather than custom one. [view commit](https://github.com/xenko3d/xenko/commit/2079a316301cba76185cbeaf1b53fa2ddcc7b84a)
+* [Physics] Update README.md with new BulletSharpPInvoke repo location [view commit](https://github.com/xenko3d/xenko/commit/58e4e12d084a2f03beae105efaf806393b85e47f)
+* Merge pull request [#289](https://github.com/xenko3d/xenko/issues/289) from Eideren/bulletsharp_nuget [view commit](https://github.com/xenko3d/xenko/commit/5cee86cd3d8807c39446c07d0481348afd7c4131)
+* [Physics] Fix typo in PhysicsEngineFlags.ContinuosCollisionDetection (fixes [#152](https://github.com/xenko3d/xenko/issues/152)) [view commit](https://github.com/xenko3d/xenko/commit/5bb43aabbc3568e5793928f63903bdccb48907f8)
+* [Build] Properly copy back IntDir/OutDir to IntermediateOutputPath/OutputPath for C++ project [view commit](https://github.com/xenko3d/xenko/commit/fb6a53c1fb7a512dff5ef2a37ddb66dcea8e5155)
+* [Input] Fix SDL key mapping for 0 and 1 [view commit](https://github.com/xenko3d/xenko/commit/4ef9581f8d48637542d0c0ae0c8a773d123c4d1c)
+* [Build] Updated editorconfig to contain VS2019 default style (which we use in Xenko) [view commit](https://github.com/xenko3d/xenko/commit/8f5f1b8f4c7d2d234375b3c4cfd4b73ed550891a)
+* [Build] XenkoContent: do not include in NuGet package as Content [view commit](https://github.com/xenko3d/xenko/commit/66d869addaac2feeae11010d93fd8a042d494989)
+* [Graphics] Compare InputElements length before comparing elements [view commit](https://github.com/xenko3d/xenko/commit/76dbcc023f8eb9cafd58115ad4c859b5f36d8e9b)
+* [Graphics] Remove unecessary GraphicsDevice.ThreadCount [view commit](https://github.com/xenko3d/xenko/commit/f03a77dae6f340bced56cf71b297f14e65ee6054)
+* [SDL] AppActivated and AppDeactivated were reverted [view commit](https://github.com/xenko3d/xenko/commit/224035d5a3aad33caebf2ea80cc0b46871d9bc4e)
+* [Vulkan] Fix validation for texture upload [view commit](https://github.com/xenko3d/xenko/commit/5eef1bc988e22753b728bb0036e50ee67a8e45f0)
+* [Vulkan] Update glslang to 7.11.3214 (May 2019) [view commit](https://github.com/xenko3d/xenko/commit/04f62331be646cbbdc9cd1d517e8bf2ae4b83d21)
+* [Vulkan] PipelineState: Entry point name could be GC before used [view commit](https://github.com/xenko3d/xenko/commit/7f293fad43028ced8ffc01e196ffab57bb53a55b)
+* [Vulkan] PipelineState: Properly set PrimitiveRestartEnable [view commit](https://github.com/xenko3d/xenko/commit/7c4be8d30a3f760eed82c571b36c2805fa34232d)
+* Revert "[Graphics] Vulkan: add support for R10G10B10A2_UNorm and R11G11B10_Float" [view commit](https://github.com/xenko3d/xenko/commit/2201148377b079cee72547988bc323b238b75951)
+* [Vulkan] Fixed memory barriers for Clear functions [view commit](https://github.com/xenko3d/xenko/commit/4e1bd31226784600412c6bdf89ccb101a26393db)
+* [Vulkan] UpdateSubresource: Fixed memory barrier [view commit](https://github.com/xenko3d/xenko/commit/ab96eab76ef8168fe5855938a05d9a18515a1d35)
+* [Vulkan] Fixed mixup between Clear DSV and RT [view commit](https://github.com/xenko3d/xenko/commit/f70d74cb15ff731c5e7ddf870e04c0d4979ee576)
+* [Build] Android: Updated to NDK r19 (with proper version check) and remove our custom libc++abi (first step for [#460](https://github.com/xenko3d/xenko/issues/460) and [#379](https://github.com/xenko3d/xenko/issues/379)) [view commit](https://github.com/xenko3d/xenko/commit/abe058e2c25e2976bfcc96c379156c3ed1e77554)
+* [Build] Android: Avoid "error MSB4044: The "FilterAssemblies" task was not given a value for the required parameter "DesignTimeBuild"." with latest Xamarin.Android [view commit](https://github.com/xenko3d/xenko/commit/7edf54f3b8dd4c60662663e1b5e060572d0534fb)
+* [Audio] Android: Updated OpenSLES header (which were incompatible with arm64 due to SLuint32 mapping to long instead of int) (fixes [#379](https://github.com/xenko3d/xenko/issues/379)) (fixes [#460](https://github.com/xenko3d/xenko/issues/460)) [view commit](https://github.com/xenko3d/xenko/commit/71e6437e698c65ff5191a803eb9df367edbcd804)
+* [Setup] Upgraded Visual C++ prerequisites to latest VS2019 ones [view commit](https://github.com/xenko3d/xenko/commit/b506c73e895a29d0e9a3dfe3d233ecdfbb2cb876)
+* [Assimp] Properly copy Xenko.Assimp.*.dll (fixes [#465](https://github.com/xenko3d/xenko/issues/465)) [view commit](https://github.com/xenko3d/xenko/commit/8ee49829fb530ff23da0f541cbb465fd9cf6a191)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/bfc47b2ded670066bfafaf9976d5778d6bc75cac)
+* [Build] Android: Workaround for https://github.com/onovotny/MSBuildSdkExtras/issues/174 [view commit](https://github.com/xenko3d/xenko/commit/a91440e963d80edb3679c097924d2896e765fd74)
+* [Build] Transformed Xenko.Core.BuildEngine into a .NET Standard assembly [view commit](https://github.com/xenko3d/xenko/commit/382953c7639a0f767894d5fa72d5d7aa2e0dc06d)
+* [Build] NETStandard: Switch from AssemblyBuilder.DefineDynamicAssembly [view commit](https://github.com/xenko3d/xenko/commit/c291dac0ac88fa3d7493599fa312fa3c6ed5680b)
+* [Build] NETStandard: Remove unnecessary using [view commit](https://github.com/xenko3d/xenko/commit/a726144a9b0e61fac24a76df3dcb930d076c291d)
+* [Quantum] Renamed Index into NodeIndex to avoid clash with future System.Index [view commit](https://github.com/xenko3d/xenko/commit/593754598191c6bc29995478be98962ad959452a)
+* [Build] NETStandard: Remove unnecessary using [view commit](https://github.com/xenko3d/xenko/commit/f61d50d1e88f1023121e651f34817703501ec405)
+* [Assets] Switch from implicit project to explicit project if necessary (fixes [#442](https://github.com/xenko3d/xenko/issues/442)) [view commit](https://github.com/xenko3d/xenko/commit/1813edc0e306670f14d8b07ae3381e832ad87144)
+* [Build] Switched to MSBuild.Sdk.Extras version 2.0.41 [view commit](https://github.com/xenko3d/xenko/commit/0f1ff64ea68fdb8b18b9bed8ce37d0266ef30197)
+* [Build] Doc: Copy .xml file in ref folder [view commit](https://github.com/xenko3d/xenko/commit/a4c7c1a748c8a576d5464559c5460b73b3f6ca87)
+* Revert "[Build] Switched to MSBuild.Sdk.Extras version 2.0.41" [view commit](https://github.com/xenko3d/xenko/commit/86344617032260a3935050c00ebcea09684fb1a8)
+* [Build] Moved Microsoft.NETCore.Platforms reference from Xenko.Graphics to Xenko.Core (otherwise scenarios like referencing only Xenko.Core with win-x64 doesn't work) [view commit](https://github.com/xenko3d/xenko/commit/e01b748fabe82b11ea8c9ff58cf30fc3832a3fe9)
+* [VSPackage] Syntax highlighting service was not properly registered asynchronously (fixes [#651651](https://github.com/xenko3d/xenko/issues/651651)) [view commit](https://github.com/xenko3d/xenko/commit/285e1a4fefbd38b5b8345a631baf1ce446b7c9ce)
+* [VSPackage] Fix Xenko detection [view commit](https://github.com/xenko3d/xenko/commit/94d82c3c951f1368fc190171d006e2ba8d87dffe)
+* [VSPackage] Bump version to 3.0.6 [view commit](https://github.com/xenko3d/xenko/commit/e0b7fc68d60dea8e240f17cb95b0d5c74df420ad)
+* [Build] Replaced <None Include=".."> to <None Update=".."> for shaders/effects [view commit](https://github.com/xenko3d/xenko/commit/6553d51fbb0455710a56790d6dccf757309bc0e3)
+* [VSPackage] Add a launchSettings.json with proper parameters for easier debugging [view commit](https://github.com/xenko3d/xenko/commit/40d728016005183cdfda11ca6e69491135b182dc)
+* [Input] SDL: fix OemPlus/Minus mapping (thanks nes) [view commit](https://github.com/xenko3d/xenko/commit/b431e3d680757f756e64ad545f578f44f28e7dee)
+* [UI] Fix comment [view commit](https://github.com/xenko3d/xenko/commit/05eba03187cfc18baa674d070abddc82fcb602e2)
+* [Vulkan] Fix some memory barriers in CommandList.Copy and CopyRegion [view commit](https://github.com/xenko3d/xenko/commit/4249625313e1cd12d67fab6750ce87dbb8f7320b)
+* [Vulkan] CommandList: Don't use ImageView.Null in DescriptorImageInfo [view commit](https://github.com/xenko3d/xenko/commit/b5b645029db1b29bedf1ec06d2b78bfbf5820f4c)
+* [Streaming] Load a few initial mipmaps for streamed texture (otherwise they start as completely uninitialized: bad for rendering, and causes crash on Vulkan) [view commit](https://github.com/xenko3d/xenko/commit/1ca201f6f689f954f38b2ce17dfd90534e54d3fb)
+* [Shaders] Fixed precompiled shader code generation [view commit](https://github.com/xenko3d/xenko/commit/76ca6716699a1f95034558d345ed493fbbdf9594)
+* [Shaders] Added ElementType info to reflection for buffers/textures [view commit](https://github.com/xenko3d/xenko/commit/ae24533c7e79d536e73ccf3d0d28e610c1f5d144)
+* [Vulkan] Properly store info if a texel buffer need to be integer or float. [view commit](https://github.com/xenko3d/xenko/commit/cb9b3178ed563a9483c9e3cc9e086785825e32c2)
+* [Shaders] Make sure NoSampler is added before computing list of resource groups (otherwise it ends up having no location attribute) [view commit](https://github.com/xenko3d/xenko/commit/f98890115e4c3d0d80e7768eb3c98797151a0151)
+* [Input] Fixed copyrights [view commit](https://github.com/xenko3d/xenko/commit/2e3591546db05cb0faa8f0ca747296cc15eed86a)
+* [VSPackage] Fix Xenko version detection to work not only with nuget packages but also solution projects, so that it works with Xenko solution itself. [view commit](https://github.com/xenko3d/xenko/commit/964ef5e68c4fa555d890f94c648e871f7e1bb067)
+* Merge remote-tracking branch 'weblate/master' [view commit](https://github.com/xenko3d/xenko/commit/8c97d5d7753185b5111ecb781f45d2b76f05fb90)
+* [Localization] Added Italian [view commit](https://github.com/xenko3d/xenko/commit/c70f07f449c7e4020a92f16c81f161ea7af7a4b5)
+* [Localization] Added info in doc on how to translate and add new language. [view commit](https://github.com/xenko3d/xenko/commit/48692b4baee5b586a4ea5e7e391fe5a73587a287)
+* [Build] Remove the -beta02 version suffix [view commit](https://github.com/xenko3d/xenko/commit/8787a1959ff4dcd1ca9219615463a6dba7b14e56)
+* [Shaders] D3D: Properly copy ElementType when duplicating resource binding per stage (fixes [#515](https://github.com/xenko3d/xenko/issues/515)) [view commit](https://github.com/xenko3d/xenko/commit/4e7826874d4b8d4e12222b21f9d2bcf57768f675)
+* [Samples] Updated to 3.1.0.1 [view commit](https://github.com/xenko3d/xenko/commit/3f3158783ec94c9f4705e3afd50e671b05b2ed15)
+* [Setup] PackageInstall: check if VS Installer needs an update, and if yes try to do it automatically [view commit](https://github.com/xenko3d/xenko/commit/aa48bc6479c39f8732d11bb84b2960ff1a1cd593)
+* [Build] Temporary workaround for .NET Core 3.0 new runtime identifier system (credits go to Solr for finding this fix) [view commit](https://github.com/xenko3d/xenko/commit/4a624c6cd8d6f3af95a5586e7190e431b14d2886)
+* [NuGet] Rewrote how assembly resolver is ordering assemblies found in nuget packages (there was a bug where it could select net46 instead of net461, resulting in crash) [view commit](https://github.com/xenko3d/xenko/commit/7ca99e767ab19c2c20fece865c3263706488fc56)
+* [Build] Moved Xenko.Samples.Templates version in a single unified location to simplify future maintenance [view commit](https://github.com/xenko3d/xenko/commit/46bcd063df35ee48dd6edde062ed4b9ac7451da3)
+* [Setup] PackageInstall: Check VS Installer update if any workload needs to be installed (two UAC, but probably better than an error and extra step) [view commit](https://github.com/xenko3d/xenko/commit/fb99c6a35de199b32b5cd999e64b05740054a7d2)
+* [Build] Bumped MSBuild.Sdk.Extras to 2.0.54 [view commit](https://github.com/xenko3d/xenko/commit/339d9e8389b4c44eef0f24bf996235bdb3018397)
+* [Build] Updated codesign certificates [view commit](https://github.com/xenko3d/xenko/commit/006ad132109aefb2c580c938634bd265b2262d27)
+* [Build] Android: Use AssemblyName rather than RootNamespace for Resource class otherwise it might clash between some assemblies (i.e. Xenko and Xenko.Engine) --> [view commit](https://github.com/xenko3d/xenko/commit/b6075c7d75407f7d5daf0e52ff0215c9b8d3dbf9)
+* Revert "[Build] Remove the -beta02 version suffix" and bump samples accordingly [view commit](https://github.com/xenko3d/xenko/commit/238a431e3f6fe10f0e7d9900d16c3cfa365fb9df)
+* [Build] Use default RuntimeIdentifier for default GraphicsApi, so that even if our custom RuntimeIdentifier are not merged properly, everything still work. [view commit](https://github.com/xenko3d/xenko/commit/7d3a9f8a99fd070f90d22300fe3a8f6c424a8e43)
+* [Build] Removed previous workaround for https://github.com/NuGet/Home/issues/7351 [view commit](https://github.com/xenko3d/xenko/commit/1f6216fbbe568686e2511ec884caf96280137e16)
+* [Build] Bump NuGet.exe to 5.3.0 [view commit](https://github.com/xenko3d/xenko/commit/7ab69c724a11cc904bdf1aecd39e6ee4c45689b7)
+* [Build] Improved behavior of XenkoGraphicsApiDependentBuildAll [view commit](https://github.com/xenko3d/xenko/commit/98a2a7aaed83326e495e2cca8eb858746aee5f18)
+* Merge branch 'runtimeid_fixes' into master-3.1 [view commit](https://github.com/xenko3d/xenko/commit/297d239cc89ddee88d4cc52448336b35fa93080d)
+* [Build] Android: Fix NDB platform versions [view commit](https://github.com/xenko3d/xenko/commit/c5c2a6402fc480baf45f06225157c213bf7b927a)
+* [Graphics] Updated SharpDX to 4.2.0 [view commit](https://github.com/xenko3d/xenko/commit/d1f18836d6221acc8f79ac38075c95078e53b214)
+* [UpdateEngine] AssemblyProcessor was generating invalid ldftn for virtual/interface calls (causing crashes with .NET Core 3). Switch to ldvirtftn for those instead. [view commit](https://github.com/xenko3d/xenko/commit/e42121aec7db46aab6ce64b58f24df96b05ed720)
+* [Graphics] Update D3D12 code for SharpDX 4.2.0 [view commit](https://github.com/xenko3d/xenko/commit/f5bc7a62af343c082bb7c5ce20222d1c7e30f81d)
+* [Build] AssemblyProcessor task need to change identity on each change otherwise we can run into https://github.com/microsoft/msbuild/issues/663[#](https://github.com/xenko3d/xenko/issues/)issuecomment-310530046 [view commit](https://github.com/xenko3d/xenko/commit/e2c2eb19fcd6c8f9a2d49945170966cb38a12642)
+* [Graphics] Streamed compressed texture could end up having their initial texture size not multiple of 4, resulting in error at runtime loading. Skip these cases for now. [view commit](https://github.com/xenko3d/xenko/commit/e8c8e4aff1a2fdd610b9f16929fe4104093fe641)
+* [Fonts] Fix how matrix is computed and compute realVirtualResolutionRatio depending on actual requestedFontSize (fixes [#314](https://github.com/xenko3d/xenko/issues/314)) (fixes [#364](https://github.com/xenko3d/xenko/issues/364)) [view commit](https://github.com/xenko3d/xenko/commit/eafa92f99d5978316b9394f4c3d4e25ae8a1b5d0)
+* [Fonts] Dynamic fonts: use virtual resolution (otherwise real size changes on every camera move and requests new character, esp. if UI is in 3D) [view commit](https://github.com/xenko3d/xenko/commit/22271fb90375a28740e99b3900b5325e4934e6c4)
+* [Fonts] Do not alter fontSize [view commit](https://github.com/xenko3d/xenko/commit/1a9bfd6e775e3cf4d721cbe060299a8dba84a35c)
+* [Fonts] Turned various internal parameters from ref to in (C[#](https://github.com/xenko3d/xenko/issues/) 7.2) [view commit](https://github.com/xenko3d/xenko/commit/f1513b93984b2581c13a8adb35bdfee20d6e3817)
+* [Fonts] Turned various internal parameters from ref to in (C[#](https://github.com/xenko3d/xenko/issues/) 7.2) (missing file) [view commit](https://github.com/xenko3d/xenko/commit/aaaa975d63bf2014d5ce48fe334f8f6d8636cbff)
+* [Build] Added a trailing slash at the end of PackageOutputPath (maybe necessary since latest VS2019?) [view commit](https://github.com/xenko3d/xenko/commit/f63685447a53dc5cc1b91b43d9eae7bbda1ec7e3)
+* Revert "[Build] Add XenkoBuildDoc parameter to force TargetFramework even if not specified (seems necessary for older version of Roslyn used in docfx)" [view commit](https://github.com/xenko3d/xenko/commit/6c4dfce0191419e6350e0a21cd3c2b533d561124)
+* [Build] Separated XenkoGraphicsApis into one list per platform (otherwise we can't really control properly and risk overriding a platform with nothing) (fixes [#544](https://github.com/xenko3d/xenko/issues/544)) [view commit](https://github.com/xenko3d/xenko/commit/d1cb7a553857f27b8a5610dfd39cad2b6cb78f41)
+* [Build] Remove GetSolutionConfigurationContents hack (which was necessary for WinStore/WinPhone port) (this allows command line build for Android/iOS [#543](https://github.com/xenko3d/xenko/issues/543)) [view commit](https://github.com/xenko3d/xenko/commit/12094ae9a1e72fcf09bca3e8b121159426cb9d66)
+* [Build] Remove the -beta02 version suffix and bump samples accordingly [view commit](https://github.com/xenko3d/xenko/commit/7419012e054d765dc9434f5beb2442a0db25d7b9)
+* Updated BACKERS.md [view commit](https://github.com/xenko3d/xenko/commit/12df753f9549bdf964991d2d4c250d6c11e17630)
+
+WaldiS (3):
+
+* Added translation using Weblate (Polish) [view commit](https://github.com/xenko3d/xenko/commit/6ac1950ec85942ac2fc8f54fcc33d6e290ede4bc)
+* Translated using Weblate (Polish) [view commit](https://github.com/xenko3d/xenko/commit/86ab22d454d03da980d5b6f8e0b7244e7e4ec677)
+* Translated using Weblate (Polish) [view commit](https://github.com/xenko3d/xenko/commit/89bef757a76aa87c5370f58826a4daf02e31c85a)
+
+WhyPenguins (1):
+
+* Add output merger UAV binding. ([#478](https://github.com/xenko3d/xenko/issues/478)) [view commit](https://github.com/xenko3d/xenko/commit/a503e9013938388024b26a0efbab2da54a2f73b4)
+
+Yuuki terumi (5):
+
+* Added translation using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/98fe76f78970af70d443398b6d649ce110ece7e9)
+* Added translation using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/80b0993254e50b73eabf67df6bbe01d2b1a3be82)
+* Added translation using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/a47ecf538fc734b4fac9cb2fcfbbe70a41ace909)
+* Added translation using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/24ef81b8733766ee28fb98a1e5db57615db739cb)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/679a3e0bab06e9b61470bd40029b6570de569947)
+
+dfkeenan (5):
+
+* Allow spaces in TargetDir when building LauncherApp project. [view commit](https://github.com/xenko3d/xenko/commit/88811c9cef84073a5fa7a692f57f115673f72350)
+* Update Roadmap url to github projects. [view commit](https://github.com/xenko3d/xenko/commit/24ccfd8bdc29d48cbc0f6b02192cb8e930aa629d)
+* Add tooltip status text for link buttons. [view commit](https://github.com/xenko3d/xenko/commit/aa9577605fa5269c96a2430bf20148d322a9676c)
+* Add patreon link to launcher. [view commit](https://github.com/xenko3d/xenko/commit/70ccdfb760c6cd7324027ea529e019caba7144e4)
+* Remove AnswerHub link from launcher. [view commit](https://github.com/xenko3d/xenko/commit/a29c49d08a6e71602436a22192276d0d800c160e)
+
+ioc (1):
+* Fix broken link to Teamcity Android build in ReadMe [view commit](https://github.com/xenko3d/xenko/commit/c894473a4d45f4fbb474274b47eba4a43dbbec78)
+
+joreg (1):
+
+* VR tracker support ([#213](https://github.com/xenko3d/xenko/issues/213)) [view commit](https://github.com/xenko3d/xenko/commit/7e41209357c9abeb45cdba1ff212409e74730d49)
+
+meriaizen86 (3):
+
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/5568199b1d09ed65ee8fb1c0d89ccbe97cc179ca)
+* Translated using Weblate (Spanish) [view commit](https://github.com/xenko3d/xenko/commit/a22fd25eba4dc2c4be834bd65f88ed4a3e7918cd)
+* Update XenkoDefaultSplashScreen.xktex [view commit](https://github.com/xenko3d/xenko/commit/976fae86f8460472f504a57f13a1bf815cf760e7)
+
+pansan (1):
+
+* Translated using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/98495281053db1686e14fd5285fd24dc9024ef9f)
+
+phr00t (2):
+
+* Make alpha optional in Color4 [view commit](https://github.com/xenko3d/xenko/commit/fdad9d838a6c52afb8e3aa6a58c83263d2ebd35a)
+* [UI] don't invalidate text UI if we set it to the same thing [view commit](https://github.com/xenko3d/xenko/commit/0c5a67c0b4e36489c01f0014465457ebc12b8074)
+
+rgawry (1):
+
+* Translated using Weblate (Polish) [view commit](https://github.com/xenko3d/xenko/commit/b1909383c11e22e4488d9740dc42ce3eaf32b361)
+
+ssantos (1):
+
+* Translated using Weblate (German) [view commit](https://github.com/xenko3d/xenko/commit/b3b1eed9da91cb87a0e05a9d6fccbbbac08be79b)
+
+tebjan (4):
+
+* [Assimp] Updated assimp to official 4.1.0 and updated references in projects (closes [#458](https://github.com/xenko3d/xenko/issues/458)) [view commit](https://github.com/xenko3d/xenko/commit/abef0e89ab20628bae8d5411173f9dfe8d032623)
+* [Assimp] Updated assimp to official 4.1.0 and updated references in projects (closes [#458](https://github.com/xenko3d/xenko/issues/458)) [view commit](https://github.com/xenko3d/xenko/commit/9cdd43c0091991fca36f81842be0fe2259be60e7)
+* fixed null pointer exceptions in render features [view commit](https://github.com/xenko3d/xenko/commit/e3c698465e6d4c1fd1d6b80fcb5131a877c7b7a5)
+* removing a package did not fire an event, so all related assets where still in the dependency manager [view commit](https://github.com/xenko3d/xenko/commit/e822a0411c885af88fcae37727d2d50d741b22e6)
+
+xwellingtonx (1):
+
+* Fix editor resizing and to insert auto hide minimum size (fixes [#189](https://github.com/xenko3d/xenko/issues/189) and [#190](https://github.com/xenko3d/xenko/issues/190)) [view commit](https://github.com/xenko3d/xenko/commit/3aac63f7e580dc36399936c8ffc393fcd81d5b5d)
+
+陈宇航 (1):
+
+* Translated using Weblate (Chinese (Simplified)) [view commit](https://github.com/xenko3d/xenko/commit/72700e4fa4f32b4e21844f1eef8141cb0b86b19f)
+
+
+
+Generated using
+```
+git shortlog origin/master-3.0..origin/master-3.1 -w0,0,0 --pretty=format:"* %s [view commit](https://github.com/xenko3d/xenko/commit/%H)" | sed -r "s/#([[:digit:]]*)/[#\1](https:\/\/github.com\/xenko3d\/xenko\/issues\/\1)/g"
+```

+ 112 - 0
en/ReleaseNotes/ReleaseNotes-4.0.md

@@ -0,0 +1,112 @@
+# Stride 4.0 Release Notes
+
+February 1st, 2021
+
+## 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.md).
+
+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.md) 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!

+ 150 - 0
en/ReleaseNotes/ReleaseNotes.md

@@ -0,0 +1,150 @@
+# Stride 4.1 Release Notes
+
+July 16th, 2022
+
+Stride contributors are proud to announce a new release now running on **.NET 6** supporting the latest **C# 10**. That means you can now head to the download page and start developing your games using the latest .NET technologies.
+
+## Improvements Summary
+
+Here's a non-exhaustive list of new improvements:
+
+- .NET 6 support and [VS 2022 plugin](https://github.com/stride3d/stride/pull/1221)
+  -  Stride 4.1 leverages the power of .NET 6
+  -  Support for C# 10
+- [Dithered shadows for semi-transparent materials](https://github.com/stride3d/stride/pull/1256)
+- [Physics constraints](https://github.com/stride3d/stride/pull/1114)
+    - Bullet constraints wrapped around in easy to use functionality
+    - Editor gizmos for physics constraints
+- [Physics performance optimization](https://github.com/stride3d/stride/pull/1100)
+- [ACES tonemaping](https://github.com/stride3d/stride/pull/1037)
+- [Fog image effect](https://github.com/stride3d/stride/pull/1039)
+- [Outline image effect](https://github.com/stride3d/stride/pull/1038)
+- [Improved editor gizmos](https://github.com/stride3d/stride/pull/1083)
+- [C# Intermediate tutorials project](https://github.com/stride3d/stride/pull/1401)
+    - This Open Collective sub-project was [successfully funded](https://opencollective.com/stride3d/projects/stride-intermediate-tutorials) by the community.  All related video recordings are available on Stride's [Youtube channel](https://www.youtube.com/c/Stride3D) and the [tutorials page](https://doc.stride3d.net/latest/en/tutorials/index.html) in the documentation will also be update to reflect the new project.
+- Many more minor fixes and quality of life improvements
+  - [Fixed sample game](https://github.com/stride3d/stride/pull/1217)
+  - [Simpler Procedural Model creation](https://github.com/stride3d/stride/pull/1285)
+  - New math signatures ([1122](https://github.com/stride3d/stride/pull/1122), [1121](https://github.com/stride3d/stride/pull/1121), [1090](https://github.com/stride3d/stride/pull/1090))
+  - Dispatcher/threadpool improvements
+  - Ambient Occlusion quality improvement
+  - And many other fixes
+
+## Dithered shadows for semi-transparent materials
+
+Produces semi-transparent shadows by poking more and more holes in the shadow map based on the transparency of the object, shadow map filtering will blur those holes with their neighbor which will result in those partially opaque pixels.
+
+![Dithered shadow settings](https://i.imgur.com/xFzuNbl.png)
+
+![Dithered shadow effect comparison](https://i.imgur.com/kHvSy8a.png)
+
+
+## Physics constraints
+
+Stride's physics system Bullet comes with a set of constraints for you to use in your projects. These constraints are now all visible inside the editor, previewing the constraints using various editor gizmo.
+
+![preview(to be removed)](https://i.imgur.com/qiaBBpm.png)
+
+For more information on all the types of constraints, you can read up about them in the [Stride documentation](https://doc.stride3d.net/latest/en/manual/physics/constraints.html) or watch the video below. 
+
+> [!Video https://www.youtube.com/embed/uMZMYpMD3Wg]
+
+## Physics optimizations
+
+Retrieving collision and contact information was previously done by re-testing all components for collisions, which, as one might expect, led to awful performance for physics heavy scenes (could take up to and above 90% of the frame).
+
+Contacts are now lazily evaluated to reduce overhead when nothing ends up reading them.
+Users can now read and iterate over all collisions through Simulation.CurrentCollisions.
+
+## Improved editor gizmos
+
+The old gizmos weren't very nice to look at, so this feature makes them look better and more user-friendly. It also changes how the rotation gizmo works and adds scale planes to the scale gizmo.
+
+![New gizmos](https://i.imgur.com/8siM2Lc.png)
+
+This feature also updates the text on the CameraOrientationGizmo to be XYZ instead of right/left. Still prefer the old text instead of the XYZ coordinate? Don't worry, there's a setting under the viewport settings that swaps it back to the old text.
+
+![Rotation](https://i.imgur.com/W4zIf7J.png =400x160)
+
+
+## Intermediate tutorials
+
+One of the first Open Collective sub-projects is the [intermediate C# tutorials project](https://opencollective.com/stride3d/projects/stride-intermediate-tutorials). After discussion in community meetings and with various contributors donating directly to this project, the amount for this project to be included in Stride quickly became a realization.
+
+![Intermediate tutorials intro screen](https://i.imgur.com/7GVEiSR.jpg)
+
+With Stride 4.1, you will be able to select the C# intermediate tutorials project as a new template project. The template project contains (at the moment of writing) 11 topics that every developer will want to have a look at.
+1.    UI basics
+1.    Collision triggers
+1.    Raycasting
+1.    Projecting and Unprojecting
+1.    Async(hronous) scripts
+1.    Scene loading
+1.    Animation basics
+1.    Audio
+1.    First person camera
+1.    Third person camera
+1.    Navigation
+
+Each tutorial has a video tutorial accompanying it, which can be found on Stride's [Youtube channel](https://www.youtube.com/c/Stride3D). Below you can find the full playlist. 
+ 
+
+ > [!Video https://www.youtube.com/embed/videoseries?list=PLRZx2y7uC8mOE6_L0ZiFxNBE7HmzU2dP7]
+
+## Known Issues
+
+### Integrated C# Editor
+
+The transition to .NET6 unfortunately broke the help tooltips and the code completion of integrated C# code editor. But we decided to accept it for now, as everyone is using a proper C# editor anyways, such as Visual Studio, Rider or Visual Studio Code.
+
+The reason for the error is that [RoslynPad](https://github.com/roslynpad/roslynpad), the underlaying library, also needs an update or fix. We'll adress this in one of the upcoming minor version releases.
+
+![](https://i.imgur.com/Gn2i6Js.png)
+
+
+## A little help
+
+We, contributors, believe that Stride can help .NET game developers make the games they want with ease using their favorite languages. We want to make sure Stride offers the most comfortable environment for developing games, and this takes time and effort.
+
+Since the free and open-source release of Stride, the community has been growing slowly, so we have decided to open a fund to reward developers for any contribution they make to Stride. We set up an [Open Collective page](https://opencollective.com/stride3d) to manage our funds and allocate money for features that the community would like to see implemented.
+
+We have various bounties for [bug fixes and features](https://opencollective.com/stride3d/projects) (Vulkan support, decals, morph targets, and many others). If you have or know someone with the skills to tackle those bounties, please reach out to us through the [respective Github tickets](https://github.com/stride3d/stride/labels/bounty). You can also contact us through our discord server or on Github to propose new bounties.
+
+## Contributors
+
+Many thanks to [all the contributors](https://github.com/stride3d/stride/graphs/contributors?from=2021-02-01&to=2022-06-10&type=c) who have donated their time and skill by adding features, fixing bugs, managing the build pipelines, adding documentation, and reviewing PRs.
+
+### Financial contributors
+
+Also, a huge thanks to the individuals and companies who contributed financially to our [Open Collective](https://opencollective.com/stride3d)! 
+
+* [ORE System](https://ore-system.com) with a diamond sponsorship
+* [xen2](https://opencollective.com/xen2) Core contributor that donated a large portion of the previous Patreon back through Open collective
+* [vvvv](https://visualprogramming.net) A visual live-programming environment for easy prototyping and development. It is designed to facilitate the handling of large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously. vvvv uses Stride
+* [Vašo](https://opencollective.com/vaclav)
+* [Mitchel Albertz](https://opencollective.com/mitchel-albertz)
+* [Bill](https://opencollective.com/bill2)
+* [Ideonella](https://opencollective.com/ideonella)
+* [Soul Rider](https://opencollective.com/soul-rider)
+* [najak3d](https://opencollective.com/guest-ce7ccb03)
+* [Eideren](https://opencollective.com/eideren)
+* [Jorn Aggror](https://opencollective.com/jorn-theunissen)
+* [Marian Dziubiak](https://marian.dziubiak.pl)
+* [Youness KAFIA](https://opencollective.com/guest-7253cc41)
+* [David Thunderclown](https://www.disruptionworks.co.uk)
+* [Christian Clavet](https://opencollective.com/christian-clavet)
+* [Marko Viitanen](https://opencollective.com/fador)
+* [Aaron Disibio](https://opencollective.com/guest-2f41a631)
+* [z16](https://opencollective.com/z16)
+* [Incognito](https://opencollective.com/guest-5635aca5)
+* [Walter Hulsebos](https://opencollective.com/guest-2170ad46)
+* [TheKeyblader](https://opencollective.com/thekeyblader)
+* [James Rinker](https://opencollective.com/james-rinker)
+* [ztl](https://opencollective.com/guest-6653841d)
+* [Bruno Garcia](https://brunogarcia.com)
+* [BanditRevolver](https://opencollective.com/banditrevolver)
+* [EmmX](https://opencollective.com/emmx)
+* [SeleDreams](https://opencollective.com/seledreams)
+* [Vignette](https://vignetteapp.org)
+* [Longplay Games](https://opencollective.com/guest-a5fa78c8)
+* [Redberd36](https://opencollective.com/guest-3fc8bf91)

+ 8 - 0
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+_tocRel: toc.html
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+_tocTitle: 'ReleaseNotes'
+---
+[!include[Release Notes 4.1](ReleaseNotes.md)]

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