github arcanite24/pinyon-shift v0.8.0
Pinyon Shift 0.8.0

3 hours ago

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-data carry 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-data without --state-root left 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.

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