### 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`