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Releases: stride3d/stride

v4.2.0.2282

16 Dec 21:00
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We're excited to announce a new update to the Stride game engine, packed with numerous fixes and improvements across various areas. This release includes an impressive total of around 600 commits since the last version, reflecting the incredible efforts of our community and contributors.

This update paves the way for a new physics engine, Bepu Physics. While we already have some initial documentation available, more updates and samples are on the way. Feel free to contribute and help us enhance this exciting addition to Stride!

We’d like to highlight the efforts of the core Bepu Physics contributors: Nicogo, Eideren, Doprez and Norbo, the Bepu maintainer, who were also reimbursed through our Open Collective Bepu Physics integration project. Your hard work has made this integration possible, and we deeply appreciate your dedication!

Bullet Physics is being phased out as we shift our focus to Bepu Physics for ongoing updates and improvements. While it will remain available for the next two or so major releases, we recommend transitioning to Bepu Physics to stay aligned with the engine's evolution.

A big thank you to all our contributors for your continued support and efforts. Your contributions are the foundation of Stride’s growth and success! 🌟

What's Changed

🎉 New Features

🧠 Core

  • feat: ExecutionMode control for Flexible Processing by @Eideren in #2535

📦 Assets

  • fix: changed AssImp unsupported pivot bone error to warning by @Doprez in #2467
  • fix: Replace Xenko logo with Stride logo in MaterialModel.fbx by @levifmorais in #2546

🔨 Build

📄 Docs

🛠️ GameStudio

🎨 Graphics

  • feat: Custom Depth Test Function for Materials by @Eideren in #2415
  • fix: Wrong Instanced call used for DrawInstanced in CommandList.Direct3D.cs by @kopffarben in #2482
  • fix: Resolve crashing issue for OpenGL UIPage (#2189) by @Jklawreszuk in #2500
  • feat: Deprecate DataPointer in favor of Span by @Eideren in #2421
  • Fixed getting actual bounds and refresh rate of the output (monitor/display) from GraphicsOutput.CurrentDisplayMode when using Direct3D by @Feralnex in #2494

➗ Math

  • feat: TransformComponent.SetWorld, strict equality and fix misc. typos by @Eideren in #2503

⚙️ Physics

  • feat: Bepu physics integration by @Eideren in #2131
  • fix: Bepu, ensure users require an explicit reference to bepu before being able to use related components and assets by @Eideren in #2534

🔄 Serialization

  • chore: Build latest AssemblyProcessor changes by @Eideren in #2463

🖥️ UI

💪 Other Changes

  • [tool] - Remove unused Stride.Core.ConfigEditor by @Jklawreszuk in #2006
  • [AssemblyProcessor] - Remove unused options and deadcode by @Jklawreszuk in #1979
  • feat: Process required keyword like MemberRequiredAttribute by @Eideren in #2555
  • fix: very minor prop. grid presentation changes for bepu by @Eideren in #2556
  • fix: Remove unused using directive in Stride.Audio by @Jklawreszuk in #2557

New Contributors

Full Changelog: releases/4.2.0.2232...releases/4.2.0.2282

v4.2.0.2232

25 Sep 21:59
90522b7
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We're excited to announce a new minor update to the Stride game engine, packed with numerous fixes and improvements across various areas. This update focuses on enhancing the core, improving performance, fixing bugs, and expanding the feature set for assets and game development workflows.

Several performance optimizations have been made for geometric primitives, reducing memory usage and improving rendering efficiency. We’re also thrilled to welcome new contributors from the open-source community, including @tymokvo, @Arc-huangjingtong, @minktusk, and @timcassell. Thank you for your support!

Ongoing work continues on the cross-platform asset compiler, with some assets already being compiled on Linux. Special thanks to @Jklawreszuk for your contributions, but there's still more to do, let’s keep pushing forward! 🙂

And a big thank you to all our existing contributors for your continued dedication and hard work. Your contributions are the foundation of Stride’s growth and success! 🌟

What's Changed

🐞 Bug Fixes

🧠 Core

  • fix: getting app exe path when using PublishSingleFile by @Basewq in #2352
  • Fix: ChannelMicroThreadAwaiter pooling bug by @timcassell in #2373

📦 Assets

  • fix: Enable to run broken TextureConverter Tests by @Jklawreszuk in #2343
  • fix: Restore LoadWICFile for Windows due to incomplete cross-platform functionality by @Basewq in #2435
  • fix: extracting embedded texture files for materials from glTF file by @Basewq in #2441
  • fix: Assimp skeleton/animation importer for models with duplicate node names by @Basewq in #2444

🔨 Build

📄 Docs

🛠️ GameStudio

🎨 Graphics

⌨️ Input

🚀 Launcher

➗ Math

⚙️ Physics

  • feat: No Physics Shapes On The CharacterComponent Causes Unhandled Exception by @dloe in #2410
  • fix: PhysicsComponent created with GetOrCreate is unusable by @dloe in #2422
  • fix: Unable to Change CharacterComponent's collider shape properties without causing crash by @dloe in #2428
  • fix: bug pertaining to ReAttach method for PR #2422 by @dloe in #2439
  • fix: PhysicsComponent reattach logic crashing the editor by @Basewq in #2465

📚 Samples

  • feat: Hide default font name for SystemFontProvider, change default font by @Jklawreszuk in #2385
  • fix: sample projects, remove unused properties by @Jklawreszuk in #2205

🔄 Serialization

  • fix: Cecil serialization inheritance cutoff with complex base types by @Eideren in #2457

🌈 Shaders

  • Fix shader bool generics to appear in the editor by @Basewq in #2405

New Contributors

Full Changelog: releases/4.2.0.2188...releases/4.2.0.2232

v4.2.0.2188

23 Jun 23:29
10babd2
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This release brings a multitude of minor enhancements and fixes across various domains such as Core, Assets, Build, Docs, Graphics, Math, Serialization, and more. A heartfelt thank you to all contributors who have dedicated their time and expertise, and a special welcome to our new contributors who have joined us in this update.

A massive thanks goes to @Noah7071 for concluding our Open Collective project on FBX Import CPP to C#. This significant achievement eliminates the requirement for installing the Windows-only FBX SDK 2019.0 VS2015, moving us closer to enabling cross-platform project builds.

What's Changed

🧠 Core

  • docs: Improve clarity of NRE thrown from setters by @Doprez in #2286
  • fix: use tryadd instead of containskey guard clause by @IXLLEGACYIXL in #2299
  • refactor: Make FastList Obsolete by @Doprez in #2332
  • feat: FlexibleProcessing as alternative to EntityComponentProcessor for lightweight, abstract and typesafe processing in idiomatic c# by @Eideren in #2331

🔧 Engineering

📦 Assets

  • [Asset] Unified 3D asset importer (on behalf of Noa7/Noah7071) by @Eideren in #2163
  • fix: Regression of new FBX importer on behalf of Noah by @Doprez in #2246
  • fix: Reworded content load exception message by @Doprez in #2256
  • fix: VS component check should only be performed for Win OS by @Jklawreszuk in #2270
  • feat: [SystemFontProvider] - Implement GetFontPath for Linux by @Jklawreszuk in #2295
  • fix: AssImp orientation, imported material color fallback, and set default animation preview model by @Doprez in #2291

🔨 Build

📄 Docs

🛠️ GameStudio

🎨 Graphics

  • fix: #2214 Vulkan uses gl_InstanceIndex and gl_VertexIndex instead of gl_InstanceId and gl_VertexId as the latter are not supported. by @johang88 in #2217
  • fix: implicit truncation of vector type shader warning by @Basewq in #2242
  • fix: Update Texture reload to prevent crash due to wrong type. by @Doprez in #2251
  • test: Disable TestBlockingWindow, our Teamcity agent does not support it yet. by @Eideren in #2296
  • feat: ModelComponent bounds gizmos by @kristian15959 in #2294
  • fix: [Graphics] Fix light component API by @Eideren in #2215
  • fix: fullscreen and game exit windowing crashes by @Doprez in #2274
  • fix: Remove signed blend indices due to dropping OpenGL ES 2 support by @Basewq in #2323

⌨️ Input

  • fix: Add possibility to add ScriptComponent before running game by @Jklawreszuk in #2230
  • feat: Added IsPressed, IsDown, & IsReleased for virtual buttons to Inputmanager by @MechWarrior99 in #2258

➗ Math

⚙️ Physics

  • feat: [Physics] Adding margins to convex hull colliders (Issue1577) by @dloe in #2257
  • fix: Issue #1021 - PhysicsProcessor ParentScene may be initialized to null by @wrshield in #2262

🔄 Serialization

  • test: Add Reload test to TestContentManager by @wrshield in #2272
  • test: [Tests] Added new Test Case for ContentManager by @dloe in #2273
  • refactor: Nullable and Modernization for Stride.Core.Serialization by @IXLLEGACYIXL in #2266

🖥️ UI

  • fix: UI overridden margin in derived controls being reset by @Basewq in #2310

💪 Other Changes

  • fix: "CopyLocal" Android Bug by @MeharDT in #2220
  • feat: Enable to build native libs on Linux by @Jklawreszuk in #2112
  • Revert "fix: Add possibility to add ScriptComponent before running game" by @Eideren in #2245
  • Revert "Add ToOSPath() for msdfgen executable" to fix compilation error by @NicusorN5 in #2267
  • Fix: Fixed a NullReferenceException if printing null text by @NicusorN5 in #2311
  • fix: strdiag001 on file scoped classes by @IXLLEGACYIXL in #2309
  • Revert "fix: assembly load failure when building Stride based project on clean machine" by @Eideren in #2317
  • [Android] Fix and reimplement user input in EditText control by @Basewq in #2302
  • feat: Adjust DirectXTex wrapper for all platforms by @Jklawreszuk in #2314
  • Revert "feat: Adjust DirectXTex wrapper for all platforms" by @Eideren in #2337
  • feat: Adjust DirectXTex to all platforms - second attempt by @Jklawreszuk in #2338

New Contributors

Full Changelog: releases/4.2.0.2122...releases/4.2.0.2188

releases/4.2.0.2122

27 Mar 21:52
4a263c4
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What's Changed

🎉 New Features

🔧 Engineering

📦 Assets

🔊 Audio

  • [Audio] fix: Audio emitter multiple references to same asset bugfix by @ComputerSmoke in #2176

🔨 Build

📄 Docs

🛠️ GameStudio

🖌️ Graphics

  • [OpenXR] Fixes crashes when no device is present by @azeno in #2121
  • Added option to add a parent reference for SDL window by @Doprez in #2111
  • [OpenXR] Adds a minimal API to request and control Passthrough by @azeno in #2141

⚙️ Physics

📚 Samples

New Contributors

Full Changelog: releases/4.2.0.2067...releases/4.2.0.2122