Nightshade Changelog

All notable changes to Nightshade are documented here.

We follow Semantic Versioning. Each release includes bug fixes, new features, performance improvements, and documentation updates.

#Documentation

  • Add profiling documentation with Tracy scoop instructions

#Features

  • Auto-switch atmosphere to HDR on HDR file drop
  • Use tracing
  • Add Tracy and Chrome profiling features
  • Add WASI-based runtime plugin system
  • Add theme switcher with egui-thematic
  • Add persistent theme settings
  • Add project and layout system
  • Display project name in window title bar

#Bug Fixes

  • Render outlines properly for skinned meshes
  • Prevent NaN artifacts in bloom and shaders
  • Fix shadow peter-panning

#Features

  • Complete IBL (Image-Based Lighting)
  • Add PSX demo
  • Complete PBR implementation
  • Allow PSX style effects on skinned meshes

#Refactor

  • Remove mikktspace

#Bug Fixes

  • Sort gallery examples alphabetically
  • Correct shadow moire and cascades
  • Correct water flow direction

#Features

  • Add pudding model
  • Support FBX importing
  • Add PBR material extensions
  • Add water
  • Add point light shadow maps

#Refactor

  • Remove plugin system
  • Remove unused trait methods
  • Remove redundant locomotion_enabled from apps
  • Remove TrenchBroom support
  • Extend water implementation

#Bug Fixes

  • Resolve dependency version conflicts
  • Remove WATER and LIGHT components from spawn_mesh_at
  • Pass IBL to mesh shaders in OpenXR

#Features

  • Add depth of field
  • Add decals and GPU-picking
  • Replace bounding volume picking with GPU-based entity picking
  • Decouple picking from physics feature

#Performance

  • Cache static collider debug lines

v0.6.66

Breaking Changes

#Breaking Changes

This release includes significant rendering changes that may affect existing projects.

#Bug Fixes

  • Correct transparency handling for double-sided materials
  • Correct panorbit camera
  • Disable play_all by default when spawning prefabs

#Features

  • Revert pan-orbit camera mouse controls
  • Use fully GPU-driven rendering
  • Add webview feature
  • Use forward plus rendering
  • Implement PCSS for soft shadows with variable penumbra
  • Make editor node-based

#Performance

  • Adaptive buffer compaction and GPU transform cleanup
  • Sort batches by material to minimize bind group switches
  • Optimize light-cluster assignment from per-light to per-cluster iteration

#Bug Fixes

  • Feature-gate terrain and screenshot dependencies in grass and render modules
  • Fix PSX rendering for depth prepass and skinned meshes
  • Fix selection outline for skinned meshes

#Features

  • Improve MCP and remove behaviors
  • Improve scripting
  • Add multiple world support
  • Add cross-platform async asset loader
  • Add AudioAnalyzer and EffectsPass
  • Link to book