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Added a unified input system based on Gainput to all platforms (https://github.com/jkuhlmann/gainput). The new input system substantially simplified input management on the application level over all platforms. We also simplified the camera controller. Added also new VirtualJoystick class in UI.
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Added a Light and Shadow Playground unit test. There are two types of shadows supported in the moment exponential shadows and SDF shadows. There is a switch to pick one of them during run-time. In the future there will be more complex lighting and shadow setups.
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There is now functionality to create views per mip / per slice for textures and render target through TextureUsage and RenderTargetUsage flags (typecast cube map to 2D texture array etc.)
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UIRenderer was removed and there is now a dedicated text rendering system different from UI rendering and no UI rendering interface anymore
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cmdbindVertexBuffer, cmdBindIndexBuffer now support offsets
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cmdBindRenderTargets now takes color array, mip slices, depth array and mip slice index
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The Pixel-Projected Reflections unit test now uses bindless textures on all platforms except for iOS as its too many to bind in one go.
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iOS: all unit tests run on our iOS test device; Visibility Buffer still doesn't as described below.
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Moved the release notes from this page into the release section and added actual releases