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Slipstream Beta 1.5.0.1
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2026-10-25 07:30:45 +00:00 | 110 commits to main since this releaseSlipstream Beta 1.5.0.1 -- v1.5.0-beta.1 (
009b3e9256).Linux x86_64 (glibc >= 2.38, x86-64-v2 CPU): *_x86_64.tar.xz
Ubuntu 24.04+ / Debian 13+ / Mint 22+: *_amd64.deb (sudo apt install ./)
Windows x64 (unsigned; SmartScreen: More info > Run anyway): *_Setup.exe installer, or *_win64.zip to unpack anywhereChanges since v1.4.0-beta.5.
New features
- #783 round 12: no snow sheet inside a filter-opened feature at a drop -- no slabs sticking out of trees (
3cf3d506ad) - New AO kernel stage for RenderVKAOMethod 2 (variants per AO storage format, kWorldRtao{R8,R16,R32}Spv): (
4580446741)
Fixes
- #1008: rigged RT cadence only for no-self-shadow avatars (fixes the self-shadow flicker); off when none is traced (
3348272b4f) - #1000: CEF media plugin crash on Linux (uninitialised VolumeCatcher::pimpl) (
17e2c7f59a) - #87: GI disocclusion history fix -- a settled texel does not pull a young neighbour's sparkle in (no halo) (
bea07b8476) - Fixes #969: Links tab dock shows Object + Contents panels for a picked link (
8d6222ea3c) - #966: Frame timings page in Improve graphics speed + performance captures for bug reports (
d8c838af23) - #964: keyboard turn-speed slider (0.25x-3x) and Move & View scroll height fix (
7914f5915f) - #783: snow dump -- a one-shot numeric readback of a snow mesh build (instrument, no fix) (
5e477dce32) - #902 look-at diagnostics: F32Seconds -> float in the ?: of the age fields (build fix) (
62c71af761) - VK: fix the Beta 6 validation-run errors (usage bits, unbound IBO, copy overlaps, probe cube layouts, FSR double clear) (
86116a083a)
Other changes
- #1026: Preferences > Advanced sliders for hover text visible distance and fade length (
009b3e9256) - #1026: hover text fade distance and range are settings (PrimTextFadeDistance / PrimTextFadeRange) (
53c07f78f1) - CI: release gate -- tagged releases are drafts until every asset is present (
724175e6e4) - CI: fail the build on Windows SDK macro names used as identifiers; doc/CODING_RULES.md (
379db91f80) - #1049: RT reflection hang guard -- per-ray ray-query budget, world-bounded rays, always-on counters (
f4673e6837) - #1050: RT shadow mask stabilises its own sun under DLSS Ray Reconstruction (
b408442268) - #1039: visibility queue host side (M1, RenderVKVisQueue bit 1) (
dc01408c1e) - #1039: visibility queue shaders (M1): hit sun rays as requests, one walk kernel (
1f9936ebd2) - #1048: one cluster-rig lift probe, one closest-hit walk, one single-ray sun core (
b399846a6e) - #1044: one alpha-test rule (clean_alpha_rule.glsl) for raster, shadow maps and RT (
e5aeae32d8) - #1043: one light-reach predicate (range, attenuation, cutoff fade) for every light walk (
fc503396a5) - #1042: one terminator probe with a single escape check for every shadow core (
1a280b9d92) - #1041: GI hit point-light rays honour the light's own fixture (
9c8581cab0) - #1039: one shared visibility walk library (clean_vis_walk.glsl) (
9ef14ebde8) - #1012: Windows build -- 'far' is a Windows macro; rename the drop-spacing flag (
e69becdb5f) - #1031: fully lit shadow samples read back as fully shadowed (unorm30 overflow) (
b2761279e3) - #1017: the chat bar keeps itself inside the floater area every frame (
f0cfd46f89) - #943: Debug Settings list is sorted by name so Up/Down step to the adjacent row (
07e176bfba) - #848: moon brightness also dims the moon's halo (
fd4a4b8d24) - #958: Alt-click on an avatar body focuses on the hit point instead of throwing the camera away (
314ff52ae1) - #1017: keep the chat bar fully on screen when the UI is shown again (
33d5ecfef5) - #947: snapshot with Interface but without HUDs no longer includes HUD attachments (
4df8833b94) - #951: textures fetch through the agent's region when their host region has no asset URL (
83d6d52e8f) - #951: texture pipeline diagnostics -- where fetches stand, why, and a stall warning (
fd46b9a84c) - Default off: RenderVKShadowIsoLod and RenderVKRTReflectionsShadeSplit (
87a1b27e14) - #1031: VIS one thread per light sample; a sample's ray inputs parked in shared memory between walks (
20e72d135b) - #1031: isotropic alpha-test LOD for the split shadow walks (RenderVKShadowIsoLod) (
ad90659b59) - #1031: dispatch-uniform walk parameters read where used (
96abb02f26) - #1031: lazy transform reads in the candidate alpha test and the shadow walk (
c75356ca3c) - #1036: GI shade and RT reflections split -- hit / miss compaction, material / lighting stages (
7b6b7b99c4) - #1031: RenderVKShadowOpaqueFirst defaults to 0 (
92b68df377) - #1031: lean shadow walk -- opaque first, one-kind walk kernels, a slim candidate loop (
c213019984) - #1031: split shadow core TRACE into SUNVIS + VIS (the walks) and SHADE (the terms) (
b685add0d0) - #1031: giDecide clears the split flag before its early returns (
a15e37530f) - #1031: generic shadow core split into SELECT + TRACE (RenderVKShadowSplitKernels) (
a51644e603) - #1031: GI trace split into stages -- the walk, the hit shading, the reuse, the re-shade (RenderVKGISplitKernels) (
78b6ae6185) - #1032: transparent-only opacity micromaps for alpha-blend statics (
da1e8f2ab4) - #1032: trace provably-opaque alpha-mask instances FORCE_OPAQUE (
d45f011519) - #1033: slim 112 B per-instance record for the world vertex shaders (
1997a3d2fd) - #1034: record the late particle compute after the q_defer_light fork (
cbf0006bc2) - spvbuild: SL_SPV_DEBUG takes a variant regex (
f7fb77a56f) - spvbuild: SL_SPV_DEBUG=1 emits shader source debug info for GPU profilers (
6d0bebe1da) - #1030: "Reset all scripts" button on the build floater Contents tab (
2bb4c4ebd8) - #880: World Freeze also freezes avatars that arrive after it is turned on (
507185b288) - #847: joystick / 3D mouse input on Windows under the SDL window (
964b9255dd) - #990: chat console stays above the chat bar (
9a5109c8ac) - #885: notify when a media plugin dies or can't start (suggest antivirus exception) (
7b8be436de) - #622: particle-pass coarse shading also only under a temporal resolve (TAA/FSR/DLSS) (
20654da3d1) - #622: alpha-pass coarse shading only under a temporal resolve (TAA/FSR/DLSS); full rate otherwise (
ea9d553bfb) - #1003: particle fog UI -- on by default, density 10, quality preset, Photo Studio section (
1b7f54e358) - #1003: particle fog -- shape separate from opacity (cloud mask from relative density x base lumps; core density inside) (
96998974f2) - #1003: billowing particle fog -- erosion noise, lumpy puffs, self-shadowed local lights, AO, HG halos, heavy settling, sharper near fog (
eb116459f9) - #1003: particle fog texture test -- only hard edges mark a shaped texture; glowy fog at full score (
eeaa8e5b1b) - #1003: particle fog classifier -- SRC_ALPHA,ONE glowy fog converts, short smoke puffs and rising smoke no longer rejected (
5c8ba91126) - #1003: debug log keyed by the emitter's source id (U32) (
2ea9c1dcf3) - #1003: particle fog debug log -- each system's inputs and the rule that kept it a particle (RenderVKParticleFogDebug) (
3f58f3c0e4) - #1015: RT no longer hard-capped at a percentage of VRAM; avatars leave RT shadows only under real VRAM pressure (
b8ff5d39ff) - #1003: particle fog classifier read ordinary systems as additive; fullbright no longer excludes (
6f9180f8b9) - #1003: particle fog -- fog-like particle systems become dense local volumetric fog (RenderVKParticleFog, default off) (
ce08e12284) - #1012: weather beds -- two cross-fading playheads, sparse-bed drop layer, slow level drift (WeatherAudioLoopVariation) (
0ca8251156) - #1011: ranked shared cut -- per-instance completeness marker in mode 11 (an unskinned entry: no derived / shared cut for that instance) (
96423eee4d) - #1011: Cluster LOD RT -- profile sub-marks, ranked shared cut (no mode-11 gather, stable slots, parallel admit), rigged CLAS reuse on the shared skinning (
87b0288f16) - #1010: gather instance-cap warning states the real effect; arena-full WARN only at the limit (growth = INFO) (
577ab3f3ab) - #1010: cluster LOD skinned arena -- VRAM-derived limit, whole-avatar coarsening, never a partial avatar (
2fbd39c3d6) - #1009: Cluster LOD -- cluster-traced statics emit again in the emissive light build (legacy row beside the cluster RT row) (
22c43ab86c) - #1008: rigged cluster RT cadence default off (flickering self-shadow on avatars and animesh) (
e31d965457) - #1006: emissive light build -- incremental cell rebuild (dirty cells, budget, forward map), origin shift, weak-emitter overlay (
bf965f49fd) - #1008: cluster RT -- rigged RT cut decoupled from the raster cut (bands, cadence, coarser mid / far cuts, pose-delta CLAS rebuilds) (
d451a121fc) - #1007: rigged BLAS refit -- distance-band cadence + pose skip on near-unchanged poses (
bd1911891f) - #1008: GPU timer mark after the async RT build join (g_join_rt_build) (
4792318bd7) - RT signals under DLSS: stop forcing full resolution by default; the user's scale settings apply (
2baa8e9a2a) - #978: GI phase 2 -- one-frame-latency GI: the trace runs on its own async segment after the combine (RenderVKGILatencyFrame) (
d75c207bb2) - RT reflections: GPU hang (Xid 109) -- every ray query gets valid input; the back-face re-trace no longer steps tmin past tmax (
ab53e12cc9) - #1001: undo 'Pause mine while it's worn' for scripted AOs (Resume button, Forget list, detect-off stops deferring) (
78f95d91e4) - Glow: scale legacy glow by base-colour brightness instead of masking only black (
df074161c8) - #998: bloom keep-colour slider + hue-preserving highlights in Graphics > Advanced (under Bloom threshold) (
7f94e9dd1f) - #998: HDR bloom saturation preserve (Keep saturation slider + hue-preserving highlights mode) (
89a50d21db) - Glow: black texels of a glowing legacy face don't bloom (an eye's pupil on a glowing iris) (
b2886d1365) - Projector ambiance: shadowed only under GI by default (RenderVKProjAmbianceShadowedMode auto) (
9d3d050dd7) - #978: GI early trace phase 1 -- the graphics queue waits for the async lighting chain only at the combine (RenderVKGIEarlyTrace) (
825a905ffd) - #869: Occlusion cull v2 -- every patch tracks the whole light set (100+ blocked projectors) + stats (
97e88f7171) - #859: RT reflection noise -- history refusal keeps RT reflections; geometric curvature cone (
f7994b5c8d) - #859: RT reflection noise -- temporal accumulation reprojected by the virtual image (
4e02b83103) - #859: RT reflection noise -- curvature ray density + direction-aware resolve with specular AA (
dd407a29d7) - #986: Emissive population 2 -- long cell lists get a workgroup each (mode 9) (
5d2e490252) - #869: ReSTIR DI occlusion cull -- lights a surface patch's rays all find blocked leave its light set (no sweeping shadows next door) (
4badcdb60f) - #87: the main view's haze takes no sky in-scatter in a sealed room under GI (RenderVKGIHazeOcclusion) (
5c84f94f4e) - #962: full-resolution RT signals under DLSS follow the GPU class (auto: top class only) (
078121d6e3) - #967: DLSS shim Windows script works with Visual Studio 2026 (
13e4874450) - #489 note 8: option to turn the bottom-left chat bar off (
5852aa8065) - #489 note 8: chat-start key focuses the open Nearby Chat window instead of the chat bar (
62fe76ac2c) - #973: rig copy input check -- rigged faces with non-finite / out-of-reach skinned positions are collapsed before the BLAS refit (
038e24f350) - #973: RT debug A/Bs -- RenderVKRTRigForceRebuild, RenderVKRTNoCompaction, RenderVKRTArenaGuard (
948fdd57a6) - #973: GPU debug labels -- every breadcrumb is also a VK_EXT_debug_utils command-buffer label (RenderVKDebugLabels) (
861152599b) - #973: address classifier -- a LIVE buffer / AS wins over a freed AS note ('previously freed range') (
012d768dc3) - #973: device-lost report -- say 'no fault address: GPU hang / timeout (TDR)' when VK_EXT_device_fault names none (
93d16290ee) - #991: small texture decodes are not starved under a cut decode budget (
f6a13a3ad4) - #991: GPU texture disk cache -- partial chains upgrade in place (the "not a full mip chain" refusal) (
8e276155e2) - #869: Stochastic light shadows -- per-light visibility for the K dominant lights (no gobo through walls) (
2fc38bf955) - #986: emissive build per-stage GPU sub-timers (
9b720cd68e) - #986: rs_em_cache doc -- mode 5 (SUMS) writes the pair count and EM_C_GATHER (
2a62fae181) - #986: Emissive lights -- per-cell candidate lists (counting sort) + static emitters' records reused (
05736ab82f) - #980: GI re-shade -- GI's own changed-light rule and a significance test (
80b05090e5) - Sun/moon shadow maps: receiver fit -- no flickering acne wedges on flat ground in the far cascades (
38627982f9) - #87: GI denoiser under DLSS RR raw routing -- one a-trous pass instead of RenderVKGIAtrous copies (
f2a3207074) - #87: GI counters only while the GPU timers read them (GI_F_STATS) (
70d8603b7c) - #87: GI radiance cache fill -- subgroup-aggregated accumulator atomics (
a06b507805) - #87: hit shading -- one sun walk and one local-light walk per kernel (water glint and PBR / legacy share them) (
8b3f207d48) - #87: GI trace -- one giTrace call site (the re-shade runs as the loop's second pass); the kernel halves (
5fcaf95ce9) - #91: light takeover -- a lamp's emissive glass carries its SL point light (soft shadows from the frame), + a PBR emissive gain (
ff0ede122f) - #87 / #91: GI defaults -- emissive surfaces light by default, radiance cache on, cache-first hit ambient (
2179e7b626) - #87 x #859: the reflection back-face stop's window is the depth behind the face, not the distance along the ray (
9c9693ff8b) - #87 x #859: RT reflection rays stop at a near back face -- a corner-seam receiver no longer reflects the world outside the sealed room (
5e35178f4a) - #87: GI ray origin lifted by the receiver's pixel footprint -- no dark patches from the back-face stop (
57f75a67d3) - #87: GI back-face stop ignores terrain -- no dark patches over the ground (
a12ba22509) - #91: emissive light continuous across grid cells -- the lit kernels blend the 8 surrounding cells (no horizontal line on the legs) (
f4b023b6ba) - #87 x #859: RT reflection hits under GI carry no sky-lit haze in a sealed room (
812a3bbafd) - #87 x #859: RT reflection hit-terms debug view (RenderVKRTReflectionsHitTermsDebug) (
ab700f847a) - #962: under DLSS the RT signals run at full render resolution (RenderVKDlssFullResSignals) (
fb0a3aa347) - #91: emissive triangle light no longer flickers -- the undenoised unshadowed sum is deterministic; animated textures use draw time (
1ad20773e8) - #87: GI disocclusion -- silhouettes keep / rebuild their history after camera motion (no edge speckles after a zoom) (
7ca56d9134) - #91: emissive stats show the live triangle cap; comment touch-ups (
ff89a02b8b) - #91: emissive lights are TRIANGLES, not boxes -- no cut line on whatever stands on a big emitter, textured colour (
612ae216f4) - #87: GI re-shade gain cap -- a reused sample re-shaded for a changed light can't sparkle (
9c4d9614af) - #87 x #859: RT reflection hit occlusion ray never starts behind the wall (curved GREEN bands) (
33ff400ac0) - #87 GI: edge sparkles -- GI rays stop at back faces (no leaking out of geometry / seams), point lights shadowed at GI hits, sparkle-cause debug view (
972bac070d) - #87 x #859: RT reflection hit occlusion ray runs to 4 km -- a reflection-length cut-off is not an escape to the sky (
8c2bcba379) - Volumetric fog: point lights occluded by geometry (ray-traced pick) (
ff29894b0e) - #87 GI: re-shade reused samples a changed light reaches (instead of dropping them); no cache restarts for changed lights (
f495b749af) - #91: emitter shadow samples converge -- no converged-texel shortcut for emitter picks, R3 box points (
a66f0bb6f8) - #91 / #869: emissive surfaces light the world -- emitter records as ReSTIR DI area lights (+ GI split) (
0ee0832604) - #87 x #859: gold cube bright patch -- alpha-blend / alpha-mask walls leaked sky + sun into RT reflections under GI; hit-occlusion debug view (
20e017a11b) - #970: snow and wetness in ray-traced reflections (weather at RT hits + lying-snow height-field march) (
4fadccb491) - #971: the network draw distance never exceeds 512 m (
28fcd673d2) - #971 Advanced graphics: Load neighbouring regions within (SLNetDrawDistanceMax) slider + effective-value readout (
f923cbc938) - #87 GI: edge fireflies (grazing reservoir weights, unclamped stored W) + colour blotches under club lights (stale reused radiance) (
7a179e6081) - #87 x #859: RT reflection hits under GI stop reflecting the sky inside sealed rooms (hall of mirrors) (
56537732b4) - Weather: wind direction variation (WeatherWindDirVariation, wdirvar= tag key) (
85c67bd4f0) - Advanced graphics: Ray-traced lighting section (GI, shadows from all lights, stochastic / merged RT shadows) (
d7d6285626) - #966: Frame timings keeps its scroll position across the live refresh (
8d15fd646d) - #967 DLSS shim: one-command build/install scripts + default dlss folder lookup (
7681534027) - #966: Frame timings page stops sampling while the window is minimized (
efea5a3fa2) - #489 note 1: Received Items shows even when it is empty (
64beb0eaa7) - VK probes: capture faces end in GENERAL -- no 09600 on a live switch to Raytraced reflections (
a0a2731c2e) - VK: no image view for transfer-only images (VUID-VkImageViewCreateInfo-image-04441) (
0972e31149) - #489 note 1: Received Items is an ordinary inventory folder; the inbox pane is gone (
055c8c4144) - #489 notes 2/3/5: welcome screen choice presets console chat, click-through, Contacts in Conversations (
8530d60377) - #489 note 3: People button can open Contacts inside Conversations (
4446e4070f) - #489 note 5: console style nearby chat -- persist, fade, lines, size, background settings (
552fd55a64) - #489 note 2: click-through nearby chat message cards (
bc02cc3337) - #489 note 4: nearby chat message cards stay / fade times in Preferences (
46120eb88b) - Welcome screen: the Firestorm choice's description no longer says typing a letter starts chatting (
28259d7964) - #783 round 13: no snow sheet on a surface the coarse ring has nothing near -- trees, crowns, narrow ledges keep only the coating (
8ba398e461) - #962 DLSS Super Resolution in the upscaler slot; Ray Reconstruction becomes Auto / On / Off (
5823b0575d) - #962 contrib/ngxshim 1.2.0: DLSS Super Resolution next to Ray Reconstruction (
3df02d6e51) - #783 round 11: the apron under a cover is the LOWEST sheet's -- no skirt walls where the floor's snow meets a roof-covered floor (
efcb37bb87) - #954 weather: precipitation as a moving medium in the volumetric fog; no screen-space curtain noise; cover-aware fog-off fallback (
98789993be) - #783 round 10: one sheet per apron texel -- no more apron curtains stitched across two sheets' fields (
466d0ddded) - #960: parcel audio capture falls back to the plugin's own output instead of going silent (
2f89c11289) - #960: ship libVLC's amem audio output on Windows (parcel audio capture was silent) (
7babbef95c) - #954 weather: depth shown to 0.1 cm below 10 cm; a snow status line names the source and the build rate (
d70b46fdf4) - #954 snowfall up to 360 cm/h (1 mm/s) for fast build-up; the look saturates at a heavy blizzard (
b2efc8382c) - #869 ReSTIR DI: evenly spaced candidate windows -- the dense evaluation shadows different lights, not one light four times (RenderVKReSTIRStridedWindow) (
ce38d06612) - #957 Effects: bundled MIT starter pack (SweetFX + prod80) and four shipped presets (
df23f65cc4) - #954 weather veil: only the open path veils (roof-map cover march); visible blizzard streaks (
dc7367805b) - #954 parcel tag: write rainmm / snowcm finely enough to round-trip at the ladder's foot (
2b3f9b7bc2) - #954 weather audio: downpours louder, blizzard wind no longer muffled, blowing snow howls (
e4c6f2addc) - #954 weather render: precipitation veil -- visibility loss at every distance with rain sheets / snow curtains (g_weather_veil) (
d3532e1faa) - #954 weather render: drop size / speed, flake clumping, snow swirl + motion blur and blowing snow follow the rate (
01617197c9) - #954 weather floater: precipitation rate (mm/h / cm/h) + preset ladder, rate bands, shared depth rate from the snowfall (
8c804a9890) - #954 weather: precipitation as a physical rate (rain mm/h, snow cm/h) with deterministic bands; accumulation follows it (
34b70d6876) - #956 Effects: warn about another post-processing tool only when it is actually loaded into the viewer (
34603ea836) - #953 acoustics: water reflects for the room rays, air / water boundary loss, underwater listener (
360e6beb36) - #946 snow mesh: local edits patch their tiles the next frame (footprints / ploughing no longer lag the interval build) (
0e807872f3) - #869 ReSTIR DI: flickering lights (fires) take the moving-light history rules (RenderVKReSTIRFlickerCut) (
2fa036669e) - #869 ReSTIR DI: no converged-denoise shortcut on surfaces that move on their own (avatar crawl, RenderVKReSTIRSurfaceMoveVeto) (
e8a15d44b4) - #869 ReSTIR DI: no specular light leak from texels without a candidate (white streaks on avatar limbs) (
182958e0c2) - #870 DLSS RR: smooth RT hit-distance guide; RT reflections no longer raw by default (
be4ece709a) - #870 DLSS RR on opaque avatar skin: SSR-gated hit-distance guide, legacy env roughness, no VRS (
fca65b9934) - #870 DLSS RR overlay: water counts as covered; coverage raised to keep the overlay exact (
59b12fe07e) - #870 DLSS RR: transparency overlay, guide debug view, legacy guides, raw-routing defaults (
92d09050be) - #950 Startup driver check: warn when Slipstream runs on a translation layer, software renderer, or the wrong GPU (
a9eb343e10) - #783 shared snow depth: an unstamped since= is kept only once the export is confirmed; opting into parcel weather mid-session re-syncs (faded), not an arrival (
5799f7d387) - #783 shared snow depth: parcel tag depth= / rate= / since= give everyone on the parcel the same snow level (
374ef0c6ca) - contrib/ngxshim README: the Windows NGX libraries' folder and the Release-runtime note (#870) (
5d68ef0ecb) - #870 Raw RT signal routing while DLSS RR reconstructs (RenderVKDlssRawSignals) (
0a2fcb1764) - #870 Preferences: DLSS Ray Reconstruction choices in the upscaler combo (
6968fafc93) - #870 DLSS Ray Reconstruction in FSR 3.1's slot (RenderVKUpscaler 7-11) + guide-buffer pass (
669156bc51) - #870 DLSS RR: load the user-built slip_nr shim before the Vulkan device (option B) (
a98dc5fe59) - contrib/ngxshim: MIT shim for DLSS Ray Reconstruction (#870, option B) (
dbccf1c22d) - #783: snow slopes in under a cover of ANY height at the angle of repose; the apron always reaches the toe (
9b8cc37d41) - #946 VK snow mesh: the apron dilation converges and loads only its window, rebuilds only when needed, timed (
5cbed307c3) - #948: Alt+Shift shortcuts stay Alt+Shift by default; opt-in relocation to Ctrl+Alt+Shift (
d418c36846) - Merged RT shadows: no bright sun lines along normal seams / strand edges in sun shadow (trace shading-away texels, RenderVKRTShadowMergeAwayTrace) (
1d6b3f7894) - #783: snow slopes in under a high cover at the angle of repose (no vertical walls at the cover's edge) (
59d939afed) - VK anim: deferred table shrinks were no-ops re-requested every minute; any anim re-size re-streams the whole arena; per-avatar GPU-data loss log (
f094bcacd6) - #902 helper bridge: retry UNAVAILABLE on a backoff, do not time FIND out before login is done, reset the attach budget when ready (
15df2dc764) - #902 look-at sync: per-remote diagnostics, rejected-line counts, stuck-motion watchdog, bounded backlog wait (
4732a06c5c) - VK GI: no sky-lit rim sheen on avatars in a dark room (cel flatten reference, RT-exempt specular) (
adc8957268) - CI: test-plan job posts the trailer-built test plan to Discord #test-plans for Jetstream builds and betas (
fde6d93510) - Test notes for the moving-light DI, snow, fog and weather-quality changes (
df08e45992) - CI: test plans from commit trailers (Test-Plan / Test-Settings), posted to Discord #test-plans for every Jetstream build and beta (
186e2d2ba5) - #946 Preferences > Graphics > Advanced > Lighting: Weather quality (Auto / High / Low = RenderVKWeatherVramTier) (
85ffb3f45d) - #946 VK weather: VRAM tier for small cards, timed weather device waits, GPU time outside the timers (
6b1a4caacc) - #869: the dense evaluation's sub-window starts at a random slot inside the window (an exact cell's window always starts at 0: a fixed first-c subset was biased) (
d283bc6b21) - #869: moving-light DI "water" -- more real samples, not more blur (RenderVKReSTIRMoveLights) + a stable a-trous kernel (
1cca903b29) - VK volumetric fog sky visibility: IGN-stratified ray elevation (
49c7ee62d5) - VK snow mesh pre-pass: invariant position; keep the avatar snow mesh out of the pre-pass (
cf3698e95d) - VK volumetric fog: occlude the sky ambient (GI sky visibility) and ray-trace the sun term (
d53f695e7a) - VK snow mesh joins the depth pre-pass: no ghost avatar silhouettes on deep snow with GI (
4807472a1d) - #869: the ReSTIR DI stats line counts the moving lights (RenderVKReSTIRMoveCut's mask) (
6de41eac60) - #869: grainy shadows under MOVING point lights with ReSTIR DI (moving-light shadow rule, RenderVKReSTIRMoveCut) (
a428320906) - VK weather: snow-mesh argument buffer fill -> update WAW (sync validation): vkCmdUpdateBuffer runs in the CLEAR stage, so the barriers around it name ALL_TRANSFER, not COPY (
dcd3d97bce) - VK streamPieces: keep last-writer-wins for overlapping geometry pieces (split into ordered copies, not a first-writer trim) (
44bb42ac69) - #902: own head froze facing forward while another Slipstream user sent where they look (
c19ad8522a) - VK anim: never drop a built GPU animation program -- hold it and dispatch it next frame (lost AO animation) (
6ead5aaa80) - VK anim: a built-but-undispatched GPU animation frame dropped first seeds and base writes for good (crushed avatar) (
1da49f4f5b) - VK: RT reflections' uber pre-trace target re-created before the frame's recording (
1fb93fbaad) - VK: mirror capture target re-created before the frame's recording (
857fe6a503) - VK: alpha-sort key scratch and particle emitter table grown before the frame's recording (
50ff01a644) - VK: rigged motion history and previous-instance rows re-sized before the frame's recording (
a315310d56) - VK: rigged buffers, joint / skin-meta / skin-cache tables and anim tables re-sized before the frame's recording (Beta 4/5 DEVICE_LOST) (
a261a2b844) - #926 VK: copy-on-write set re-point copied only array elements 0-7 -- draw set 0 binding 49[8/9] kept a freed shelter atlas (
ff9d91b309) - Build: compile the embedded SPIR-V at build time; generated headers leave git (
04a4c4c90c) - Jetstream: ping the opt-in Jetstream Pings role (DISCORD_JETSTREAM_ROLE) with each post (
d2853a849c) - Jetstream: a build of main every 6 hours when it changed (CI, update channel, side-by-side install, Discord post) (
30b68d5478) - #869 / #87: grainy DI shadows near moving lights, GI fireflies around lamps, sun leaking into GI bounces at grazing hits, a radiance cache that change spheres kept emptying (
e8fe43fb02) - #87 GI: a sealed room goes dark on every material path (specular occlusion, no sky haze in GI rays, no probe rims at silhouettes, forward surfaces) + GI cost knobs (
169dbaf507) - #869 / #87: ReSTIR DI and GI never activated -- they asked for THIS frame's TLAS before it was built (
012ee032d0) - Snapshot floater: crop frame leaked LLFontGL origin, drawing every label at the window origin (#915, #916) (
a96ef33dd4) - VK (tb): GI resources and the ReSTIR DI reservoirs re-created before the frame's recording (
0e0ccf5c08) - VK: split deferred lighting intermediates re-created / freed before the frame's recording (
25e1b4bdaa) - VK: projector denoiser re-allocates before the frame's recording, not inside it (Beta 5 Windows NVIDIA DEVICE_LOST) (
6ee9607976) - #783: inner apron no longer culled -- a block's position includes its apron vertices (
7997577db0) - #783: snow sheet edges always get their skirt (no open rims); boundary strides from cuts, not slopes; debug flags failed aprons (
366ca775b3) - CI: allowlist the Contacts floater's Ctrl+F / Ctrl+W (floater-local find and close) (
21f33f2d50) - #87 GI: bindings 18-21 never unwritten (the projector denoiser's views stand in without the GI denoiser), WAR on the GI stats copy, a hold time for the GI resources (
f09c5b8b7a) - #87 GI-4: world-space radiance cache for multi-bounce GI hits (RenderVKGICache, default 0) (
6beb7d9345) - #87 GI-2 / GI-3: ReSTIR GI reservoirs -- temporal and spatial reuse with the reconnection Jacobian and a visibility ray (RenderVKGI 2 / 3) (
74c546ee4b) - #87 GI-1: ray-traced one-bounce GI replacing the probes' diffuse ambient (RenderVKGI, default 0) (
f83008c849) - #439: point-light shadow-map fallback -- selection + VRAM budget and the render-path plan (RenderVKPointShadowMaps, default 0) (
1060518b5a) - Pass 15's emissive variant (kWorldDeferRsEmissiveSpv, -DCLEAN_RS_EMISSIVE_BUILD; (
595a13ed9d) - #869: pass 15 samples a projector-free scene only when this recording built the ReSTIR population (mRsNow) (
878ad92e3c) - #869 Phase 5b / 5c + #85: ReSTIR DI reservoir reuse (temporal + spatial) in pass 15; the denoiser trims converged texels; debug view 7 (
6e164e2ba8) - CANDIDATES (RenderVKReSTIRDI 1; generic-core pass 15 only -- a ReSTIR frame forces the core kernel): (
b3fe2a8879) - #821: slim G-buffer VS register probes (find what holds its ~95 registers) (
6aabf58b3a) - #819: sky-view lookup table for the haze sky (RenderVKSkyLUT, default off) (
e1c65a711d) - #820: tonemap / grade tail as a baked 3D lookup table (RenderVKTonemapLut) (
391b5eb62b) - #822: pre-skin stages the skin palette in shared memory (RenderVKPreskinSharedPalette) (
d1c46c43b5) - atmosClassic() (atmos[8].w) and aoSample's ao_up.x were run-time tests, so every lit kernel compiled both lightSurface sky paths (PBR + legacy, classic vs linear) and all three AO upsample paths, and… (
4825b30608) - With sun / moon shadows off (the setting, the bound spec key's sun 0, or the sun below the horizon: (
e074f958a4) - #824: deferred lighting split vs uber picked per GPU class (RenderVKDeferredSplit 2 = auto) (
4d6bb1f64b) - #771 Phase 2: SXC -- moving dynamic-class casters revoke the cells they sweep (
461cce7699) - #771 Phase 2: sun exposure certificates (SXC) -- host, settings, log (
34a6055fa9) - World-space cache of "this surface cannot see the sun for any sun direction along the next stretch of its arc" (bins of the sun's great circle; (
615e673e2c) - Epic #722 phase 4 (volumetric particles only; cloud platforms untouched). Opt-in (RenderVKVolumetricParticles, default 0; needs RenderVKVolumetricFog). (
bdcfe48307) - #748: spatial partitioned-TLAS partitions (+ global partition) (
da474fed98) - #826: cluster alpha order sorts in shared memory; event-driven upkeep audit (
2f9b87df42) - The cluster weld searched its spatial grid for every candidate of every re-skinned character every frame (c_cl_sk_weld ~1.29 ms on the 5090, plus the rest-pose evaluation and grid insert in the… (
8836bfa2e8) - VK probes #833: deferred opaque path for probe captures (RenderVKProbeDeferred) (
65eac7fb52) - VK probes #834: blended-alpha distance policy for captures (RenderVKProbeAlpha / RenderVKProbeAlphaDist) (
58e21d9ec8) - VK textures: retire guard -- never free a texture a frame in flight may sample (
56e0e09238) - #86 RTAO: host pipeline, method 2 dispatch with GTAO fallback, settings + UI (
9964e163c8) - #86 AO: move clean_ao.comp's receiver / normal / half-grid helpers to clean_ao_common.glsl (
b8848dc3b1) - #567 projector shadows: #825 cascade hold defers through the static budget (
d38090968d) - #567 shadow view API: projector atlas can host cube faces (additive) (
54b4e34663) - #567 projector shadows: per-frame budget for soft static re-renders (
e209e17697) - Up to 8 re-rendered projector tiles' static casters are culled in ONE three-dispatch cull instead of a counter reset, three dispatches and a cull->draw pipeline drain per tile. (
1a210334cb) - #860 RT mirrors: replace the planar hero-mirror render with ray tracing (RenderVKRTMirrors) (
8db7d5c283) - clean_deferred_light.comp pass 12 -DCLEAN_RT_MIRROR (kWorldDeferRtMirrorSpv): (
7209bdb96b) - Attached animesh: make mVKCharUpdateFrame public (read via LLVOAvatar* from LLControlAvatar) (
983d185830) - Attached animesh: same frame as its wearer (update order + GPU follow) (
f0e5db4c05) - #727 Smooth scrolling and smooth camera zoom (
4f2e713ff0) - #684 Vulkan debug tools: texture console residency column, raycast overlay, texel density redirect (
5441dd4d05) - #839 Pose sharing: release unposed bones and collision volumes on receiving viewers (
a47dbef810) - #783: the apron reaches the floor under high covers; no drift cliffs at a cover's edge; no black slits (
89416702c6)
Tickets
- #969 (Fixes)
SHA-256 of each file is listed in its job log and below as uploads land.
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a78439d690fb9a320105b184b0cf13548eb50e4f38ea2b0a8a3c93f061cb4029 Slipstream_1.5.0-beta.1.flatpak
466e540672ee52900037bb66cb20ce8736481d5710d86686b9f5521eba0ce363 Slipstream_1.5.0-beta.1_win64.zip
c672ca7d206e003ece97627871abdf0e2f5a087a4591db6eb2f5ba7284c36557 Slipstream_1.5.0-beta.1_Setup.exe
e4811aaca23dbf267abb75773305a8c456ecc7e94886f29843cfdf41a2a3c34b Slipstream_1.5.0-beta.1_x86_64.tar.xz.sig
cfda5c596523cf6f2f7edbd7aba5a7764791c44695c168c64269807e5b4cc4c3 PKGBUILD
35788dd1356117f423d6eab88f35a45a16febd99fe68fe16f0a0995816d5eeba slipstream-bin-1.5.0beta1-1-x86_64.pkg.tar.zst
6db3fa347f419040d139f672d883fd09b0c5c4aca4374212b098e40d1e5849df Slipstream_1.5.0-beta.1_amd64.deb
47b5791bb4271f7f48df1f02c61f51c88468b2d357bb056fb3dcb9399dc3b9cc update-manifest.json
Signed checksums: SHA256SUMS + SHA256SUMS.asc (key C28FDB4A40AA8360D8DF0470AD8E61526C06E929). Verify: https://slipstreamviewer.org/wiki/verify/
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- #783 round 12: no snow sheet inside a filter-opened feature at a drop -- no slabs sticking out of trees (