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Autodesk AutoCAD LT 2018
It has fixed some of those defects that happens too, sometimes. Just let that sink in. If you thought ransomware only came from Russia, think again. Due to Autodesk no longer making significant improvements to AutoBLOB, he finally gave up hope and decided to drop off maintenance. Understandable, particularly as Autodesk has announced maintenance prices are getting jacked up.
Bug fix: Brought the exported shader filenames inline between the player and the GUI. PVRCarbon v0. Frame delimiter option to control how the recorder splits an application into frames. Disable shader binary option. Options to override vendor, version, and renderer strings.
Option to disable extensions at record time. If undefined, PVRCarbon will attempt to locate them. Renamed exitAfterPresent option to exitAfterFrame. Updated to Vulkan version 1. The cpp exported code now copies the data and shaders to the executable folder at build time.
Fixed a crash that could occur if the expected data file is missing. Added support for remotely recording a debuggable application on Android via adb. Fixed a crash that could happen when closing. Fixed a possible infinite loop that could occur when using the remote recorder. Fixed exporting of spv files. Improved readability, and information about new features with the PVRTune user manuals.
Improved appearance and readability of SDK Browser. In PVRVk the Vulkan per-device function pointers have been moved from the global scope to each device. This helps where multiple devices from different vendors are used. Previously only a single physical device could be automatically supported at a time.
A CMake build system has replaced the project files. Also working across platforms is now easier. Due to the nature of Android, gradle scripts are provided, and make use of the same CMake files all other platforms use. Refactored the Framework to use exceptions instead of return codes to signify errors, giving the developer absolute control of error handling. This streamlines areas throughout the SDK, including reducing the complexity of the examples, and removed the necessity for checking and propagation of return codes.
Runtime exceptions not caught earlier are ultimately caught by PVRShell which displays their error message and exits, providing a very powerful prototyping debugging tool. When running debug builds with a debugger attached, a debugger break is executed when an exception is encountered. Developers can immediately inspect the call stack of the error, or choose to move on. Restructured the SDK folder structure to make it shallower, simpler and more familiar.
These can now be treated as a complete walk-through of the Vulkan API with step-by-step explanations, including the difficult but important parts such as correct frame synchronisation and texture loading. Objects can now be easily named in PVRVk, with their user-selected names shown in debugging applications. An exception can be thrown on layer errors if required. This allows the developer to modify text elements at runtime without a need to re-record its command buffers.
Linux scripts now create symbolic links to the PVRTrace libraries for common driver names. PVRTrace v3. Now works with Android P. Player Fixed potential stack overflow that could occur when jumping frames. Fixed loading of trace files that contain ES 3. Fixed playback issue in glCopyImageSubData where the src and dst names were 0. GUI Fixed a bug in the export to txt feature where threadIds would be written incorrectly.
PVRVFrame v Added automatic triangulation of all meshes to Blender. This solves the error reported when exporting not triangulated meshes. PVRTune v When selecting a task, left and right cursor keys can be used to move between tasks on a timeline. New Graph context menu option: Fade Unrelated Timing Data.
If enabled, and a task is selected, tasks which are not in the same group e. Frame number will be shown in grey. Timelines are now presented to the developer as a tree structure. Overhauled the presentation of data in the properties window. Properties window now uses a tree structure which makes browsing the information from various activities much easier and clearer.
Frame number 0 will now be grouped. The timeline-separating lines are now full-width, and more translucent. If enabled disabled by default will desaturate tasks which are not part of the current task grouping. Graph Panes: PVRTexTool v4. Framework v5. It is now much more focused on showing the most efficient use for each Graphics API instead of providing a common unified interface between them.
PVRScopeComms functions take a pointer, not a reference: All variant families now share a single compiler binary Resolved various shader compilation crashes and improved internal error handling Added tool to save the compiler binary outputs Fixed launching the application with a file path as a parameter Fixed syntax highlighting preferences Fixed various issues related to setting an empty temporary file path Disabled incorrect handling of macro override for PFX2 files Updated text in new file templates Minor text fixes Updated manual to HTML format PVRVFrame v Fixed a bug where an ES 3.
Fixed an issue loading ASTC texture data. Fixed loading of glDrawBuffer calls when n is 0 Player: Worked around a crash that could occur in rare cases when generating framebuffer attachment images GUI: Fixed the displaying of the stencil parameters in the state widget GUI: Added support for Maya Added support for Custom Normals.
Added support for exporting procedural textures as PVR files. Strips are now stitched into a single one using degenerate polygons. Sending a single strip per mesh is more optimal than sending multiple small ones. This behaviour is now hard-wired and cannot be toggled by the user. Added Cancel button to the export window. Fixed strip primitive output that was exporting strips of length one bug introduced in v2. Fixed disabling bone-batching. Please, refer to the documentation for more details.
Fixed exporting skin meshes with more than 4 bones per vertex. The 4 more relevant bones will be moved to these slots. It is shown in the counter description for the per-CPU-core counters. We now track max frequency, current frequency limit and current frequency.
Can now click on a counter and the Properties window will update. Just like clicking on a counter anywhere else. Also show the counter source in the item name. Tweak CPU counters created.
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