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Release of v0.04 - #32

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VELD-Dev merged 21 commits into
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nightly
Jul 26, 2026
Merged

Release of v0.04#32
VELD-Dev merged 21 commits into
masterfrom
nightly

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VELD-Dev and others added 21 commits July 25, 2026 05:10
- Deleted outdated `LibLunacy` components, including `AssetBuilder` and legacy serialization utilities.
- Removed obsolete asset management files (`AssetManager.cs`, `Drawable.cs`, `EntityManager.cs`), camera logic, and debug utilities.
- Deleted deprecated GLSL shaders and unused `GamePlay`, region, and entity handling implementations.
- Removed references to old libraries and project files.
… obsolete update frame

- Introduced **Update Channel** selection in Editor Settings (Stable/Nightly) with UI-tooltip explaining the difference.
- Added vertex tangent decoding and processing directly from packed source data, replacing legacy derivation methods.
- Expanded geometry parsing logic: incorporated tangents into `GeometryData` and related systems (`MobyMesh`, `TieMesh`, etc.).
- Updated `AssetManager` to utilize native tangents for rendering pipeline optimizations.
- Removed outdated `UpdateInfoFrame` (deprecated auto-update logic); replaced project reference with streamlined pipeline.
…ing logic

- Implemented a **nightly build workflow** in `.github/workflows/nightly.yml` to automate Windows and Linux artifact generation and rolling release updates.
- Added `GeometryMath` utility class with methods for calculating per-vertex normals and tangents, supporting both derived and source tangent data.
- Restored and modernized `UpdateChecker` for stable and nightly release checking, integrating GitHub API for update retrieval.
- Introduced `NightlyBuildInfo` class to embed commit hash and build date into nightly builds for version comparison.
- Added `UpdateInfoFrame` modal for notifying users about available updates.
- Updated `Moby` parsing logic to gracefully handle cases where bangles or meshes are null/empty, preventing `NullReferenceException` during geometry processing.
- Introduced `TryGetLastMesh` helper method to safely retrieve the last valid mesh while skipping null/empty entries.
- Adjusted cleanup logic in `Dispose` to account for potential null mesh/bangle scenarios.
- Renamed app `ProgramInfo.Name` from `ReLunacy_Blissed` to `ReLunacy`.
#28)

- Updated `Moby` parsing logic to gracefully handle cases where bangles
or meshes are null/empty, preventing `NullReferenceException` during
geometry processing.
- Introduced `TryGetLastMesh` helper method to safely retrieve the last
valid mesh while skipping null/empty entries.
- Adjusted cleanup logic in `Dispose` to account for potential null
mesh/bangle scenarios.
- Renamed app `ProgramInfo.Name` from `ReLunacy_Blissed` to `ReLunacy`.
…on logic

- Added support for new texture formats (R8, A1R5G5B5, RGBA4, RGBA16F, BC4, BC5, G8B8) in texture metadata, pixel data decoding, and format mappings.
- Fixed `RGB565ToRGBA8888` decoding issues by correctly expanding channel precision and unpacking pixel words.
- Decoded additional formats: A1RGB555, RGBA4444, R8, G8B8, and RGBA16F with accurate bit replication and clamping logic.
- Updated old engine volume reader to properly account for data strides, ensuring volume entries align correctly.
- Introduced `IsLinear` property for texture metadata to handle Morton-swizzling logic.
- Enhanced asset exporting by sanitizing texture names for compatibility with file systems.
- Fixed stream read logic in `TextureShaderLoader` to correctly handle texstream offsets and avoid invalid reads.
- Improved camera logic to support middle-click panning and adjusted "distance to target" calculations in asset viewer.
- Introduced `Expand` utility for precision channel expansion across multiple decoding methods.
#29)

…on logic

- Added support for new texture formats (R8, A1R5G5B5, RGBA4, RGBA16F,
BC4, BC5, G8B8) in texture metadata, pixel data decoding, and format
mappings.
- Fixed `RGB565ToRGBA8888` decoding issues by correctly expanding
channel precision and unpacking pixel words.
- Decoded additional formats: A1RGB555, RGBA4444, R8, G8B8, and RGBA16F
with accurate bit replication and clamping logic.
- Updated old engine volume reader to properly account for data strides,
ensuring volume entries align correctly.
- Introduced `IsLinear` property for texture metadata to handle
Morton-swizzling logic.
- Enhanced asset exporting by sanitizing texture names for compatibility
with file systems.
- Fixed stream read logic in `TextureShaderLoader` to correctly handle
texstream offsets and avoid invalid reads.
- Improved camera logic to support middle-click panning and adjusted
"distance to target" calculations in asset viewer.
- Introduced `Expand` utility for precision channel expansion across
multiple decoding methods.
…endering improvements

- Added DisplayDistance property to IPlacedInstance and MobyInstanceNew for better control over rendering distance.
- Updated Volume and EntityVolume to utilize GraphicsDevice for rendering.
- Introduced VolumeWireThickness, VolumeColor, and VolumeSelectedColor settings in EditorSettings for customizable volume appearance.
- Implemented Moby distance culling in the render menu for improved performance.
- Enhanced GltfExporter to support detail textures in material processing.
@VELD-Dev
VELD-Dev merged commit 558fe68 into master Jul 26, 2026
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