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release: 2025-03-24 #3694
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release: 2025-03-24 #3694
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# Pull Request Description Fix #1909 VerticalClipping in our DCL/Scene shader was causing similar to z-fighting issue. It was related to Scene bounds optimizations. ## What does this PR change? added very small shift in x-value, that fixes the issue. ## Test Instructions See mentioned bug-ticket.
chore: sync main to dev
* updated protocol package * first working iteration at exposing FOV * optimized * updated protocol to point to updated experimental * fixed test
* prevent double dispose * warning instead of exception
chore: sync main to dev
* emission adjustment test * emission intensity fix again
* Move softmask out of sprite atlas to ensure it works. * Introduce new Masks file
…3644) * Update FriendRequest.prefab * Update FriendsNotification.prefab
* enable skipping the auth/login screen with a new 'skip-auth-screen=true' app argument * Fixed the Auth screen not appearing when disabled in the debugSettings but having a non-existent or expired identity in the cache
* fix open backpack section from emote wheel * use cached self profile for emote wheel + fix logic for cached profile * added comment
* disabled LOD plugin for LSD * Implemented support for new flat to toggle Landscape plugin * updated a couple of app args checks
…ach (#3658) # Pull Request Description When we presented GPU Instanced, we set rendering distance to be dependent on the Environment distance. However, previously roads rendering distance was depending on Scene Distance. This caused not clear data about performance change with presenting this feature. In this PR we still use Environment Distance, but scale it approximately to values of Scene Distance. ## What does this PR change? - Add scaling for rendering distance for GPU instanced renderering - Add debug widget to be able enable/disable GPU Instancing and also adjust its scale factor ## Test Instructions 1. Go to AirDrop tower to see a roads from the top 2. In the GPU Instancing debug widget switch on/off "Is Enabled" toggle -> verify Roads are visible when it is enabled and not visible when disabled. 3. Set "Is Enabled" to true; 4. Go to Settings and set Env Distance to maximum (7000) 5. Play with "EnvDist ScaleFactor" in Debug window for GPU Instancing and see that it how far roads are rendered. Additionally, compare how far roads are rendered with this screenshots from v 0.57. release of the client (or make you screenshots). It should be approximately near Scene Distance 20 ( equal to Environment Distance 1000 in this PR) https://reels.decentraland.org/5341bacf-3fd4-411d-ace9-6e4a1e93373a Scene Distance 60 ( equal to Environment Distance 4000 in this PR) https://reels.decentraland.org/d2700aff-0adb-4e96-8ab6-5b26d8d90cb0 Scene Distance 100 ( equal to Environment Distance 7000 in this PR) https://reels.decentraland.org/3d08cd41-582e-4862-8492-25a4c8d6d769 Real Roads on these screenshots are these that looks brighter. ### Additional Testing Notes - Use InWorld Camera zoom to check rendering in distance - Distance should match approximately, not exactly - In new approach (this PR), you will see more details in the distance compared to what was in the 0.57 release (bushes, lamps and benches are not culled). It is known behavior and not a part of this PR.
* implemented support for new SDK ui border props
anicalbano
approved these changes
Mar 24, 2025
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✔️ Release verified on MacOS and Windows following our Test Cases for each platform
https://docs.google.com/spreadsheets/d/1oMVWjnv5vFKDvleIWb-jZGzlTd-AVIxmSOxvxeIcMPo/edit?gid=1845739789#gid=1845739789__
aixaCode
approved these changes
Mar 25, 2025
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🚀 Automated release PR