cfccda897e · Packaging tests: a UI page compiles through Stride.UI.Assets, which ships the system library; only an editor session loads Stride.UI.Editor, and only the WPF one its views; the plugin fixture references Stride.UI for its page · Updated 2026-10-10 09:07:09 +00:00stride3d
7ca485ce51 · Rendering: the engine's compositors (the two defaults and the Voxels one) no longer carry the particle render feature (Stride.Particles is a plugin; a session without it could not read them); the GraphicsCompositorAsset 3.1.0.2 upgrader marks the inherited item as owned in compositors derived from them so reconciling with the base keeps it, samples and templates marked · Updated 2026-10-10 09:07:05 +00:00stride3d
2f4c53ea50 · Editor: a plugin declares its editor settings keys in a static class marked [EditorSettings]; Game Studio registers them with the plugin's assembly and removes them from the settings container when the assembly is unloaded (SettingsContainer.UnregisterSettingsKey, RegisterSettingsKey), so a reloaded assembly creates them again · Updated 2026-10-10 09:07:02 +00:00stride3d
cb98694ab4 · Assets: a package's type scope (PackageTypeScope: the types of its own assemblies, of its dependencies, companions included, and of the host); a new compositor and 'Add package features' take the render features of the compositor's project only · Updated 2026-10-10 09:06:48 +00:00stride3d
78015b9860 · Audio: move the sound asset, compiler, importer, factories and templates to Stride.Audio.Assets and the emitter and listener gizmos and factories, the sound preview with its WPF view and style, the thumbnail and the editor-game compiler to Stride.Audio.Editor, both declared by Stride.Audio; Stride.Assets, Stride.Editor and Stride.Assets.Presentation reference neither; the new-game and library templates and the samples using audio reference Stride.Audio · Updated 2026-10-10 09:06:32 +00:00stride3d
b4b43a8565 · Voxels: move the volume gizmo and the voxel light and volume entity factories to Stride.Voxels.Editor, declared by Stride.Voxels (editor companion only, no asset types); the compositor template ships with the package and names the asset it derives from (TemplateAssetFactory.DerivedFrom, DerivedAssetTemplateGenerator replaces the GUID table of GraphicsCompositorTemplateGenerator); Stride.Voxels is host-loadable (StrideContainsAssetTypes) and Stride.Editor no longer references it · Updated 2026-10-10 09:06:29 +00:00stride3d
1dad901f58 · Physics: move the collider shape, heightmap and navigation mesh assets, compilers, importer and templates to Stride.Physics.Assets and the gizmos, heightmap preview, navigation overlay and property grid pieces to Stride.Physics.Editor, both declared by the Stride.Physics package · Updated 2026-10-10 09:06:26 +00:00stride3d
1b36f1f00b · Packaging tests: Video compiles through its Assets package, and only a session asking for editor packages loads Stride.Video.Editor (Windows only, as Game Studio); the packaging tests reference the Video packages so they are packed · Updated 2026-10-10 09:06:23 +00:00stride3d
e25e096e49 · Upgraders: a code upgrade for types moved to another namespace (MoveTypes): qualified names take the new namespace and the using directive follows, for runtime types renamed in a later version · Updated 2026-10-10 09:06:11 +00:00stride3d
3c34039340 · Games: a system marked [GameSystem] is created by every game in its constructor (constructor with the service registry, registered as a service) and added to the game systems after its own, found through the assembly processor's scan index; the audio system is declared that way instead of created by Game; IServiceRegistry.AddService(Type, object) · Updated 2026-10-10 09:06:04 +00:00stride3d
ffff91938b · Packages: a project's dependency list rebuilt from its lock file (Add dependency) gets back the companions the session loaded for its packages · Updated 2026-10-10 09:05:48 +00:00stride3d