### 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`