# Changes #
– AMD Super Res is now enabled by default
– Prebaked collision meshes to improve performance
– Renamed Furr-Tec Engine Renderer to Aether Renderer
– Replaced the default Unity audio engine with the FMOD Engine for game audio
– Re-enabled ‘timestamp’ argument for debug players
– Sped up setting blackboard value in large graphs
– Upgraded Floofbones to DOTS 1.0.0pre.15 from 0.5
– Upgraded Foofbones presets to a newer Algorithm v3 from v2
– Improved the Aether Renderer
– Physics: Raycasts is now off the main thread.
– Shadergraph: Sped up rename operations on properties/keywords/dropdowns in large graph
– IL2CPP: Improved performance of awaiting async operations on Windows
– IL2CPP: Removed caching of assemblies when probing directories in the linker
# Additions #
– Temporal Anti-Aliasing
– Support for texture streaming
– Support for ultra wide monitors
– Support for future Entities objects
– Added Floof Bones v3.1 (Better threading code support and fluid physics)
– Added AetherSSGI (Global Illumination that is similar if not close to LUMEN from Unreal Engine)
– Added NVIDIA Support to allow the game to talk to your NVIDIA GPU
# bug fixes #
– Fixed a crash when there was a corrupt PrefabInstance
– Fixed NullReferenceException when loading the game
– Audio: Improved an FSBTool AAC-encoding error message related to small files. They need to be at least 1024 samples, not 256
– Asset Bundles: Fixed issue where “Failed to decompress data” error occurs when loading bundle
– Asset Bundles: Fixed an issue where a “Failed to decompress data” error occurs when loading a bundle
– Global Illumination GI: Fixed bug where light probes are prematurely deleted when unloading a scene after a multiscene bake
– Global Illumination GI: Fixed issue where baking a single reflection probe could result in the wrong cubemap being associated with the wrong probe
– Graphics: Avoid memory corruption when async readback destination NativeArray is too small. Instead the readback fails
– Fixed the plaguing issue of builds failing (Thanks Unity!)
– Fixed a crash on launch when the most prioritized graphics API is Vulkan and Vulkan drivers are not fully functional
– IL2CPP: Enabled properly forwarding declare generic value type pointer arguments.
– IL2CPP: Enabled the marshaling offset to compute properly for the first field in an explicit layout type when that field has a non-zero offset. (UUM-19622)
– IL2CPP: Fixed DllNotFoundException when setting a file to hidden
– IL2CPP: Fixed IL2CPP build crashes when capturing memory snapshot.
– IL2CPP: Fixed incorrect code generation for references to void* pointers.
– IL2CPP: Fixed scenarios where assemblies that were excluded from player builds could be pulled in during managed code stripping. (UUM-14403)
Fixed an issue where all objects are rendered black when using Experimental rendering packages
# Known issues #
– Crash on D3D12GetInterface when opening game
– Animation: Root Motion character warps into a new position when negative speed values are applied in a Blend Tree
– Memory leak while playing after a few hours
– Visual Effects: [VFX Graph] Particles Flicker when sorting and/or Indirect draw is on