### Version 1.1.0 Updated to Vercidium Audio C# SDK v1.1.0 Changes: - Using new material system (scattering, plane transmission) - Material settings can now be updated in real time Fixes: - The entire scene tree is now walked when adding 3D primitives to the raytracing scene for the first time Additions: - New error messages are displayed when the scene tree is set up incorrectly. All Emitter and Source nodes must be initialised after the `VercidiumAudio` node: ![[godot_scene_tree_error.png]] Optimisations: - Primitive transform/position/scale updates are now done via callback, rather than walking the entire tree every frame ### Version 1.0.2 https://github.com/vercidium-patreon/godot_raytraced_audio/pull/2 Additions: - Added support for these CSG nodes: `CsgCylinder3D`, `CsgSphere3D`, `CsgPolygon3D` and `CsgMesh3D` Changes: - Logs are now printed to both `Console.WriteLine` and `GD.Print`, meaning logs are always available when launched from either the Godot editor or Visual Studio Fixes: - Sources, filters and reverb effects are correctly re-created when switching audio devices - New primitives that are added to the scene tree at runtime are now added to the raytracing simulation correctly - Primitives that are removed from the scene tree at runtime are now removed from the raytracing simulation correctly - The radius of sphere primitives no longer flickers - Potential fix/workaround for invalid grouped EAX indices on voices ### Version 1.0.1 https://github.com/vercidium-patreon/godot_raytraced_audio/pull/1 **Additions:** - Rays now collide with `CapsuleShape3D`, `CylinderShape3D`, `HeightMapShape3D`, `WorldBoundaryShape3D`, `ConvexPolygonShape3D` and `ConcavePolygonShape3D` **Changes:**: - Now using `GD.PushError` and `GD.PushWarning` rather than `GD.Print`