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IIntersectableWithRay #8
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…our back. Later, we should probably use a AssemblyLoadContext to load either NuGet or MSBuild so that they can have different versions.
…n assembly by name The deps.json file preserves the compilation context - if it exists we can be sure that the assembly it points by simple name is the correct one. Otherwise we might end up loading multiple versions of the same assembly.
…tnet/msbuild#6493). Thanks manio143 for the fix!
… dialog so that Stride is not automatically uninstalled on failure (when using Ignore)
…instead of from byte array (fixes issue #1066)
…ize of the data can be bigger than the target, it doesnt need to match eaxactly.
- Apparently the TFM net5.0-windows must be net5.0-windows7.0 (see NuGet/Home#10853) - MSBuild Locator needed an update - `projectCollection.LoadProject` was complaining that it couldn't find the Microsoft.NET.Sdk - The C++ projects were building against net4 instead of net472 for some unkown reason leading to complaints that net4 can't target netstandard2 etc. - adding a check fixed that
# Conflicts: # sources/engine/Stride.Rendering/Rendering/Images/PostProcessingEffects.cs
# Conflicts: # sources/engine/Stride.Rendering/Rendering/Images/PostProcessingEffects.cs
Add ACES tone mapping operator
[Rendering] Backports Outline and Fog post effect and ACES tonemap
…es once a certificate is setup)
…ponent is present
…m StrideConfig (fixes #1150) # Conflicts: # sources/editor/Stride.Assets.Presentation/Templates/Core/ProjectExecutable.Linux/$ProjectName$.csproj.t4 # sources/engine/Stride.Assets/StrideConfig.cs
Fixed issue #1155 that caused DebugText to render LightGreen even if a custom color was set.
Fixes index out of bounds when reporting variable name ambiguity
The `DynamicEffectInstance` does a blocking wait on the result of the effect system. In there a continuation is created in case the compilation task is not yet finished. In case that continuation got scheduled on the calling thread we ended up in a dead lock. See also TheFuseLab/VL.Fuse#51
… for RenderTextures so PostFX work.
[Rendering] Fixes PostFX applied to RenderTextures
Solves #1159 `EditorGameCameraPreviewService.GenerateIncrustRenderer` sets `TextureFlags.ShaderResource` when creating the depth buffer if it is supported on the current platform.
…xception instead of crashing with an access violation
…esn't work since switch from MSBuild to .NET teamcity task)
[Rendering] Fixes null exception on first frame. #1343
Update the Visual Studio Extension and the companion installer to only target VS2019.
joreg
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Dec 16, 2023
Bump version and kill extension when NuGet fails
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got accepted on master