Download trueSKY





Build UE From Source

Once your access is confirmed (by email), you will find the source repository here, or simply Clone in Windows. Then you will need the trueSKY binary dll's and shaders. You can get these by running GetBinaries.bat from EnginePluginsTrueSkyPlugin, or from the binary installer:

Win64 Binaries for UE Source Build
4.24.1a
4.194.19 4.2
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
4.19 4.1a
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.204.20 4.2
Mon 20 May : QT fix
Mon 20 May : CloudKeyframeEditWidget fix
Mon 20 May : Fix for Simple DX11 and DX12 renderer examples
Mon 20 May : VR fix for water, other small fixes
Fri 17 May : Fix Vulkan shader build.
Fri 17 May : OverrideWind now works to allow precise positioning of 3D cloud layers. Click and drag in Cloud Window editor. Global wind is now a cosmetic flow, doesn't affect cloud positions.
Fri 17 May : New 16x11 monospaced font texture. D3D11 loads textures as texture instead of as SRV.
Wed 15 May : Pass framenumber to DisplaySurface to get consistent framenumbers for multiple windows.
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
4.20 4.1a
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
4.214.21 4.2
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
4.21 4.1a
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
4.224.22 4.2
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
4.22 4.1a
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections

Add trueSKY to the binary UE distribution

If you do not intend to build Unreal Engine from source, you can add the plugin to an existing UE4 installation:

Plugin Installer for Epic UE Binary Distribution
4.24.1a
4.20.34.20.3 4.2
Mon 20 May : QT fix
Mon 20 May : CloudKeyframeEditWidget fix
Mon 20 May : Fix for Simple DX11 and DX12 renderer examples
Mon 20 May : VR fix for water, other small fixes
Fri 17 May : Fix Vulkan shader build.
Fri 17 May : OverrideWind now works to allow precise positioning of 3D cloud layers. Click and drag in Cloud Window editor. Global wind is now a cosmetic flow, doesn't affect cloud positions.
Fri 17 May : New 16x11 monospaced font texture. D3D11 loads textures as texture instead of as SRV.
Wed 15 May : Pass framenumber to DisplaySurface to get consistent framenumbers for multiple windows.
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
4.20.3 4.1a
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
4.21.24.21.2 4.2
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
4.21.2 4.1a
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
4.22.14.22.1 4.2
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
4.22.1 4.1a
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
4.22.24.22.2 4.2
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
4.22.2 4.1a
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections

Unity Plugin

The trueSKY Unity plugin is available as a unity package.

Unity Downloads
4.24.1a
Unity 20192019 4.2
SIMUL
=====
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
2019 4.1a
SIMUL
=====
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Unity 20182018 4.2
SIMUL
=====
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta and Durango/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue).
Wed 03 Apr : Small fix for integration scheme not saving state
Wed 06 Mar : Try to fix screenshot saving.
Thu 28 Feb : Fix project again.
Thu 28 Feb : Fix project again.
Thu 28 Feb : Fix Screenshot script usage.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Mon 25 Feb : Fix screenshot behaviour.
Sun 24 Feb : Add ProjectSettings.asset
Wed 20 Feb : Fix scene.
Wed 20 Feb : Fix compile errors.
Tue 19 Feb : Fix compile
Tue 19 Feb : Jpg screenshots in SimulTest.
Mon 18 Feb : Exit after screenshot.
Sun 17 Feb : Add SimulTest level.
Wed 30 Jan : Minor update to make sure Instant Update is set
2018 4.1a
SIMUL
=====
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta and Durango/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue).
Wed 03 Apr : Small fix for integration scheme not saving state
Wed 06 Mar : Try to fix screenshot saving.
Thu 28 Feb : Fix project again.
Thu 28 Feb : Fix project again.
Thu 28 Feb : Fix Screenshot script usage.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Mon 25 Feb : Fix screenshot behaviour.
Sun 24 Feb : Add ProjectSettings.asset
Wed 20 Feb : Fix scene.
Wed 20 Feb : Fix compile errors.
Tue 19 Feb : Fix compile
Tue 19 Feb : Jpg screenshots in SimulTest.
Mon 18 Feb : Exit after screenshot.
Sun 17 Feb : Add SimulTest level.
Wed 30 Jan : Minor update to make sure Instant Update is set
Unity 20172017 4.2
SIMUL
=====
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta and Durango/TrueSkyPluginRender_MD.dll.meta to stop multiple .dll loading at runtime.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue).
Wed 06 Mar : Try to fix screenshot saving.
Thu 28 Feb : Settings tweaked.
Thu 28 Feb : Add metas.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Wed 27 Feb : Fix project
Sun 24 Feb : Add ProjectSettings.asset
Wed 20 Feb : Application.Quit instead of Environment.Exit. But can't set exit state.
Wed 20 Feb : Fix compile
Tue 19 Feb : Fix compile
Tue 19 Feb : Jpg screenshots in SimulTest.
Mon 18 Feb : Add SimulTest.
Wed 13 Feb : Fixed casting issue with TrueSkyDirectionalLight.cs UpdateCookie(). This uses floats now.
Wed 30 Jan : Minor update to make sure Instant Update is set
Thu 17 Jan : Various fixes
Tue 31 Jul : Wizard appearance fixes.
Tue 17 Jul : Improved comment.
2017 4.1a
SIMUL
=====
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta and Durango/TrueSkyPluginRender_MD.dll.meta to stop multiple .dll loading at runtime.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue).
Wed 06 Mar : Try to fix screenshot saving.
Thu 28 Feb : Settings tweaked.
Thu 28 Feb : Add metas.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Wed 27 Feb : Fix project
Sun 24 Feb : Add ProjectSettings.asset
Wed 20 Feb : Application.Quit instead of Environment.Exit. But can't set exit state.
Wed 20 Feb : Fix compile
Tue 19 Feb : Fix compile
Tue 19 Feb : Jpg screenshots in SimulTest.
Mon 18 Feb : Add SimulTest.
Wed 13 Feb : Fixed casting issue with TrueSkyDirectionalLight.cs UpdateCookie(). This uses floats now.
Wed 30 Jan : Minor update to make sure Instant Update is set
Thu 17 Jan : Various fixes
Tue 31 Jul : Wizard appearance fixes.
Tue 17 Jul : Improved comment.
Unity 55 4.2
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method.
Fri 13 Jul : Fix SetStormCentre
Wed 11 Jul : Merged changes.
Tue 03 Jul : .
Tue 03 Jul : Merged SetStormCentre fix, merged build fix and other minor merges.
Tue 05 Jun : Fixed x86_64 building.
Mon 04 Jun : More fixes.
Mon 04 Jun : Build fix.
Mon 04 Jun : Build fix.
Mon 04 Jun : Changed export package to handle different platforms.
Fri 01 Jun : Depth fixes.
Thu 31 May : Update to current plugin from 2017/18. Apparent depth issues in 5.6.
Fri 11 May : Initial add of Assets.
Wed 02 May : Initial commit
5 4.1a
SIMUL
=====
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsiUNITY
=====
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method.
Fri 13 Jul : Fix SetStormCentre
Wed 11 Jul : Merged changes.
Tue 03 Jul : .
Tue 03 Jul : Merged SetStormCentre fix, merged build fix and other minor merges.
Tue 05 Jun : Fixed x86_64 building.
Mon 04 Jun : More fixes.
Mon 04 Jun : Build fix.
Mon 04 Jun : Build fix.
Mon 04 Jun : Changed export package to handle different platforms.
Fri 01 Jun : Depth fixes.
Thu 31 May : Update to current plugin from 2017/18. Apparent depth issues in 5.6.
Fri 11 May : Initial add of Assets.
Wed 02 May : Initial commit

trueSKY Standalone SDK

The main SDK download has 32 and 64-bit versions. The samples in the Simul/Samples directory contain example code for DirectX 11, and OpenGL.

trueSKY SDK for Windows
4.24.1a
4.2.ee510d4.2 4.2.ee510d
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.ee510d
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.e44f44b64.2 4.2.e44f44b6
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.e44f44b6
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.d4e7c9044.2 4.2.d4e7c904
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.d4e7c904
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.ce011bc74.2 4.2.ce011bc7
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.ce011bc7
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.c4a9554.2 4.2.c4a955
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.c4a955
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.b9147d0f4.2 4.2.b9147d0f
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.b9147d0f
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.b4e128394.2 4.2.b4e12839
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.b4e12839
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.a63980444.2 4.2.a6398044
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.a6398044
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.9a9b0d4.2 4.2.9a9b0d
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.9a9b0d
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.8dbf08f54.2 4.2.8dbf08f5
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.8dbf08f5
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.86c6846a4.2 4.2.86c6846a
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1084 (24 Dec)
Mon 17 Dec : Fix build of Qt widgets project.
Mon 17 Dec : Fix build of Qt widgets project.
Fri 14 Dec : Add Simul.cmake
Fri 14 Dec : Add cmake files, fix Xbox v141 build.
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
4.2.1080 (18 Dec)
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
Mon 26 Nov : To enable Vulkan support, InitFromExternalTexture2D now has specifiers for texture size and format, because that might not be something that can be gleaned from the native object.
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
4.2.1081 (18 Dec)
Tue 04 Dec : Fix addendum
Tue 04 Dec : Fix for 'Halo' effect on water in the UE editor
Thu 29 Nov : Xbox build fix: no Vulkan headers.
Thu 29 Nov : Build fixes for PS4 and GL Sample.
Tue 27 Nov : Build fixes
Tue 27 Nov : Vulkan build fixes for latest VS2017 compiler.
Tue 27 Nov : Add casts to vulkan functions
Tue 27 Nov : Vulkan files
Mon 26 Nov : Add PixelFormat.cpp
Mon 26 Nov : Build fixes
4.2.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation, other minor changes
Wed 14 Nov : Water cleanup, complete disabling of old FFT system.
Tue 13 Nov : Implement Water Wave Grid, small fixes
Wed 31 Oct : Reverted change to water probe functions
Wed 31 Oct : Fixed missing header
Wed 31 Oct : Fix to Cloud Window crash
Mon 29 Oct : Minor fix for Render Cloud Window
Thu 25 Oct : Godrays fix, warning suppression
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.2.1083 (17 Dec)
Thu 13 Dec : Removed Resources.cpp from SkySequencer Project
Wed 12 Dec : Updates to make CMake work better.
Wed 12 Dec : Add VulkanSample shaders.
Tue 11 Dec : Updated DX11&12 Antialiasing, InitSRVTables in DX12.Texture.cpp and GetFloat issue in Keyframer.cpp - AJR
Tue 11 Dec : Xbox build fix.
Mon 10 Dec : mmxrand.cpp build fix.
Mon 10 Dec : Update PS4 pointer
Mon 10 Dec : PS4 ptr.
Mon 10 Dec : Removed cloudsamplerstate due to redundancy and problems with DX12, other small fixes
Mon 10 Dec : Fix for rain and rain depth masking
4.1a 4.2.86c6846a
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct

version (19 Aug)
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
4.1a.8687b60c2 (9 Jul)
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
4.1a.df89c0cca (14 Jun)
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
4.1a.d7115625c (12 Jun)
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
4.1a.569439d07 (1 Jun)
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
4.1a.9bb1aeeca (15 Apr)
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
4.1a.73d2e3148 (9 Apr)
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
4.1a.1c082a1c6 (7 Mar)
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
4.1a.0dbeec65d (28 Feb)
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
4.1a.0f79e2413 (20 Feb)
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
4.1a.a65f9ba10 (14 Feb)
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
4.1a.f731a56bc (13 Feb)
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
version (7 Feb)
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
4.1a.d8d851d (1 Feb)
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
4.1a.71a0734 (29 Jan)
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
4.1a.ba85b25 (27 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.f810744 (18 Jan)
Wed 16 Jan : General fixes to cloud shadows, rain and others
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
4.1a.d1c3b83 (8 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1089 (6 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1088 (1 Jan)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1084 (29 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.1a.1081 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1080 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1079 (18 Dec)
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
Wed 19 Sep : Fix for getting moon position.
Wed 12 Sep : pix build fix.
4.1a.1083 (17 Dec)
Thu 13 Dec : Size of RenderFrameStruct
Mon 10 Dec : Fix for rain and rain depth masking
Mon 19 Nov : Added extra checksum variables to force light tables recalculation
Tue 13 Nov : Add extra support for UE4 blueprint inputs
Mon 29 Oct : Fixed terrain rendering problem including Framebuffer null depthStencil ptr and unwanted Depth state in terrain.sfx
Wed 24 Oct : Fix duplicate case.
Wed 24 Oct : NoDepth shader versions for lightpass. Sfx supports "+" to include extra platform specific shader compiler options e.g. +-z0 for -z0 etc.
Wed 24 Oct : deleteOldFtp updates.
Tue 23 Oct : PS4 ptr.
Thu 11 Oct : Added enum support for more variables, some cleanup
4.2.79911d8e4.2 4.2.79911d8e
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.

version (19 Aug)
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
4.2.86c6846a5 (9 Jul)
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
4.2.6ea4eb744 (14 Jun)
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
4.2.234d5b273 (13 Jun)
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
4.2.b9147d0f7 (13 Jun)
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
4.2.5db2f9748 (12 Jun)
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
4.2.b4e12839d (30 May)
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
4.2.4a30d12ac (29 May)
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.
Thu 23 May : Updated Rain shader using Reflection and Refraction. CloudRenderer.cpp split function into RenderCloudShadowTexture() and RenderRainMapTexture(). Precipitation Regions dimension are drawn onto the rain map. VolumeQueryResult::rain_to_snow is updated from rain map. simul_clouds.sl split function GetRainAtOffsetKm() GetRainToSnowAtOffsetKm(). quaternion.sl quat_from_axis_angle_radians() and quat_from_axis_angle_degrees().
Mon 20 May : QT fix
4.2.2b38cd189 (14 May)
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
4.2.1ee13eb82 (13 May)
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
4.2.3a55b2cb0 (12 May)
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
4.2.2951b0807 (3 May)
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
4.2.1c203fb19 (30 Apr)
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
4.2.8dbf08f5b (15 Apr)
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
4.2.3347cc8e6 (12 Apr)
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
4.2.75bf05fee (9 Apr)
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
4.2.d4e7c9041 (28 Mar)
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
4.2.28f0738c1 (26 Mar)
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
4.2.e44f44b6b (7 Mar)
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
4.2.6ed6862a0 (28 Feb)
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.
4.2.052d5402f (20 Feb)
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
4.2.ce011bc76 (14 Feb)
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
4.2.56cef8924 (12 Feb)
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.
4.2.a63980443 (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
version (7 Feb)
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.
4.2.79911d8e9 (6 Feb)
4.2.2f71261 (1 Feb)
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
4.2.c4a9554 (1 Feb)
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Fri 18 Jan : .
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
4.2.53c4e15 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.ee510d2 (27 Jan)
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
4.2.9a9b0d5 (18 Jan)
Thu 17 Jan : Updated .sl files, so that UBO and SSBO in OpenGL are correctly laid out. Vulkan's GetBuffer() function changed back to return a vec3* pointer due instability. For RenderDoc, if !GLAD_GL_ARB_bindless_texture, then it will attempt to load the functions from the driver.
Thu 17 Jan : Minor update to cloud shadows
Wed 16 Jan : General fixes to rain, cloud shadows, atmospherics and others, reduced detail of water objects for performance
Tue 15 Jan : BaseSkyRenderer and CloudRenderer, when using OpenGL or Vulkan only, cased return value of GetBuffer() from a vec3* to a vec4*. OpenGL/Vulkan need this as a vec4* for glsl std140/std430 the SSBO. BaseWeatherRenderer has had temporary fix removed.
Mon 14 Jan : Updated DX11, DX12 and OpenGL MSAA FBO. Adjusted Lightning Renderer and LineQueryResult in simul_cloud_constants.sl
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
4.2.5a0210e (8 Jan)
Mon 07 Jan : Add different VS launcher scripts. Help updates.
Sun 30 Dec : Cmake build fixes.
Sun 30 Dec : Add Cmake files.
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
4.2.1089 (6 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1088 (1 Jan)
Sat 29 Dec : Samples build
Sat 29 Dec : Solution dependencies.
Fri 28 Dec : Remove refs to deleted files
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
4.2.1086 (29 Dec)
Thu 27 Dec : Only include <filesystem> on Windows.
Thu 20 Dec : Sfx builds in CMake.
Wed 19 Dec : Remove depth attachments from VulkanSample/Main.cpp, fixes validation warnings.
Wed 19 Dec : Return on QRenderWidget.cpp to avoid recursive paint.
Wed 19 Dec : Fixed the OpenGL view re-opening issue in SkySequencer. Added new function to DeviceManager.cpp - Deactivate(), which nullifies the GL context before closing the view.
Tue 18 Dec : Updated DX12 CloudRenderer.cpp RenderCloudWindow() will return void if cloud_texture or light_texture AsD3D11SRV is nullptr.
Tue 18 Dec : Updated DX12: mSubResourceStates. Crossplatform: Light Probe links to effect for UBO. OpenGL: Rebuild the FBO as a cubemap. Vulkan sample expanded the vulkan triangle code and shaders.
Tue 18 Dec : Add Sample CMakeLists.txt, init default colour format in Vulkan sample.
Tue 18 Dec : SetDefaultColourFormat call from DisplaySurface.
Mon 17 Dec : Fix build of Qt widgets project.
4.2.1085 (28 Dec)