Pinyon Shift 0.8.0
This release shortens first setup: the launcher downloads prebuilt
ShiftGlue, toolchain and host code instead of building them, a Windows PC
no longer needs the Visual Studio Build Tools, and the disc is extracted
while the game compiles. It also adds a new achievements screen, builds
free-roam shaders ahead of time, and fixes crashes with XE and UDLC and a
clean close reported as a crash.
Each launcher still builds the game on your machine from your own disc; none
of the downloads contains the game, its code or anything translated from
it. 0.7.x launchers offer this update from Update to 0.8.0; the game is
built again after the update, and saves, settings and DLC stay where they
are.
Faster setup
- Prebuilt ShiftGlue kits and a trimmed toolchain: setup downloads the
ShiftGlue runtime, renderer and code generator for your platform, built
by the release, plus a trimmed LLVM (Windows 89 MB instead of 940 MB,
Linux 109 MB instead of 2 GB) and Linux sysroot. The game's configure
takes seconds instead of building ShiftGlue first. Setup checks that a
kit matches the release's ShiftGlue revision, and builds from source when
an asset is missing. - Prebuilt host code for the base game and the title update, so only
the translated game code is compiled on your machine. - No Visual Studio on Windows: the launcher shows Microsoft's licence
for the C++ libraries and Windows SDK with a checkbox. Ticked, setup
fetches them (about 770 MB, no administrator prompt) and builds with
them. Unticked, setup installs the Build Tools as before. - Overlapping steps: tool and kit downloads start while the disc is
verified, and the disc is extracted while the game compiles. - Less compiling: the generated code compiles in 4 MiB files (146 s
instead of 172 s with 4 jobs on a Ryzen 7 5800X), and a first build no
longer translates the game twice (87 s of a 15-minute build). - Android: APKs build from a prebuilt app shell with only the NDK,
CMake and Ninja: no JDK, no SDK manager. Signing is done by setup.
New
- Achievements screen (F7): category tabs, the title's
icons, progress and unlock dates, sorting, and mouse, touch and pad
input. Unlocks show a toast, and a tracked achievement gets a chip in
free roam. See Playing. - Free-roam shaders ahead of time: setup now also prepares the
pipelines of free roam, from the player's own disc and DLC, so the first
drive no longer hitches on each new one (100-190 ms on a Mac). Windows
Vulkan and Android get the list too; the launcher's Wi-Fi share and
android push-datacarry it to the device. - Mali GPUs start at SCENE SHADING > COARSE on a new config: 1.4-1.6
ms of a 21.5 ms race frame on a Galaxy Tab S10 Ultra, and far fewer
frames over 33 ms. Existing settings are kept. - macOS: full screen on a 5K, 6K or scaled 4K display caps the drawable
at 3840x2160 (the 1x drive went back from 63-73 to 120 fps on the Mac
mini), and QUALITY 60 uses 2x MSAA on a Mac so it holds 60 fps.
Fixed
- XE with UDLC stopped a new save in the opening drive (#901): XE 1.0
without its 1.01 hotfix plus UDLC fails to open a sound folder. The XE
install now needs both archives, and older installs without the hotfix
hide UDLC while XE is on. - A clean close reported as a crash (#946): when the window stopped
answering after the game's own shutdown, Windows ended it as hung and the
launcher filed a crash report. The game now exits on its own first. - Title-thread spikes of 17-40 ms every two seconds while an
achievement was tracked, from checking collectible pointers. - Android
push-datawithout--state-rootleft out the pipeline
list, so the device compiled pipelines mid-frame.
Known limitations
The limitations listed for 0.7.0 still apply.
If GitHub cannot build one of the prebuilt assets for a release, setup on
that platform builds it from source, as 0.7.x did.