Godot Changelog
Version 1.1.0
Updated to Vercidium Audio C# SDK v1.1.0
Changes:
- Using new material system (scattering, plane transmission)
- Material settings can now be updated in real time
Fixes:
- The entire scene tree is now walked when adding 3D primitives to the raytracing scene for the first time
Additions:
- New error messages are displayed when the scene tree is set up incorrectly. All Emitter and Source nodes must be initialised after the
VercidiumAudionode:
Optimisations:
- Primitive transform/position/scale updates are now done via callback, rather than walking the entire tree every frame
Version 1.0.2
https://github.com/vercidium-patreon/godot_raytraced_audio/pull/2
Additions:
- Added support for these CSG nodes:
CsgCylinder3D,CsgSphere3D,CsgPolygon3DandCsgMesh3D
Changes:
- Logs are now printed to both
Console.WriteLineandGD.Print, meaning logs are always available when launched from either the Godot editor or Visual Studio
Fixes:
- Sources, filters and reverb effects are correctly re-created when switching audio devices
- New primitives that are added to the scene tree at runtime are now added to the raytracing simulation correctly
- Primitives that are removed from the scene tree at runtime are now removed from the raytracing simulation correctly
- The radius of sphere primitives no longer flickers
- Potential fix/workaround for invalid grouped EAX indices on voices
Version 1.0.1
https://github.com/vercidium-patreon/godot_raytraced_audio/pull/1
Additions:
- Rays now collide with
CapsuleShape3D,CylinderShape3D,HeightMapShape3D,WorldBoundaryShape3D,ConvexPolygonShape3DandConcavePolygonShape3D
Changes::
- Now using
GD.PushErrorandGD.PushWarningrather thanGD.Print