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Release 0.24.0: Resources/GameData asset workflow, TAA tone-map options, and Play/Stop restore fix - #184
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Summary
Release 0.24.0 reworks the Asset Browser around the engine's new Resources/GameData project layout, adds TAA/MSAA+TAA and a "no curve" tone-map option, renames the Plugins panel to Code Components, fixes a Play/Stop restore race that produced stale-entity errors, and cleans up the Parallax inspector fields.
Asset Browser: Resources/GameData workflow
.blend, USD,.ply/.spz) are staged free-form inResources/, and cooked intoGameData/only when the user says so via right-click "Cook to…" actions. Already-cooked files (.untold,.untoldpack,.untoldanim,.untoldgs,.untoldscene,.uscript) still import straight intoGameDataas before.GameDatalayout) still open and work; convert them in place withuntoldengine convert /path/to/YourProject([Project Layout] Resources/GameData workflow in the Asset Browser #175).Rendering options
Fixes
Maintenance
Checklist
Architectural notes / trade-offs
The Resources/GameData rework (#175) keeps the Asset Browser's sidebar as two trees rather than unifying them, since "where a source is staged" and "what category it cooks into" are decided at different times (import vs. cook) and need to stay visually distinct; breadcrumbs resolve the ambiguity when both trees share folder names.
The Play/Stop restore fix (#181) relies on
destroyAllEntities's existing completion-callback hook rather than polling or a manual wait, sodeserializeSceneonly ever runs once destruction is actually finalized on the render thread.The anti-aliasing/tone-map additions (#182) keep the editor's own option enums (
EditorAntiAliasingOption,EditorTonemapOption) mapping to and from the engine's, so the engine can grow its enums without the picker's labels changing.