• v1.5.0-beta.1 009b3e9256

    Slipstream Beta 1.5.0.1
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    Pre-release

    sky_line released this 2026-10-25 07:30:45 +00:00 | 110 commits to main since this release

    Slipstream 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 anywhere

    Changes 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

    SHA-256 of each file is listed in its job log and below as uploads land.

    c57abe45d4cd5d11e735cfcfab54f4cb7c8399c04de461c2b0570fe59b13e528 Slipstream_1.5.0-beta.1_x86_64.tar.xz

    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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