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Releases: google/filament

v1.40.3

26 Jul 19:54
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Merge branch 'rc/1.40.3' into release

v1.40.2

17 Jul 21:51
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  • rendering: dynamic resolution would not work with a translucent render target and quality > low
  • Java/Kotlin: user callbacks were not invoked on successful texture upload

v1.40.1

12 Jul 20:45
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Merge branch 'rc/1.40.1' into release

v1.40.0

26 Jun 05:32
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  • matc: fix VSM high precision option on mobile [⚠️ Recompile materials]
  • vulkan: support sRGB swap chain
  • Add new getMaxAutomaticInstances() API on Engine to get max supported automatic instances.
  • UiHelper: fix jank when a TextureView is resized (fixes b\282220665)
  • backend: parallel shader compilation support. This breaks and improves the recent Material::compile API.

v1.39.0

20 Jun 21:44
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  • matc: workaround a bug in spirv-tools causing vsm to fail [⚠️ Recompile materials]
  • UiHelper: fix jank when a TextureView is resized (fixes b\282220665)

v1.38.0

07 Jun 16:33
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  • engine: a new feature to set a transform on the global-scale fog [⚠️ Recompile materials]
  • engine: large-scale fog can now be opted-out on a per-renderable basis
  • engine: improve froxelizer resource efficiency [⚠️ Recompile materials]
  • matc: better accounting and validation of used samplers in user materials
  • engine: add support for sampling fog color from a custom texture [⚠️ Recompile materials]
  • vulkan: introduce new custom swapchain API
  • vulkan: new context sharing API

v1.37.0

30 May 23:26
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  • backend: added Platform blob cache APIs, typically used to cache programs [⚠️ Recompile materials]

v1.36.0

15 May 23:56
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  • engine: a local transform can now be supplied for each GPU instance [⚠️ Recompile materials]
  • everything: Add limited support for OpenGL ES 2.0 devices. [⚠️ Recompile Materials]
  • platform: New virtual on OpenGLPlatform to preserve ancillary buffers

v1.35.0

08 May 22:06
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  • materials: Materials can now access up to 4 global vec4 visible by all materials [⚠️ Recompile Materials]

v1.34.0

01 May 17:35
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  • materials: picking is done in float (prepare for ES2) [⚠️ New Material Version]
  • materials: postLightingBlending is now applied before the fog [⚠️ Recompile materials]
  • vulkan: fix adreno optimized material artifacts [⚠️ Recompile Materials]