Release 0.21.0: Gaussian tooling, shadow improvements, and runtime fixes - #1256
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Summary
Release 0.21.0 improves Gaussian splat spatial processing and diagnostics, resolves several animation and rendering issues, restores correct release-build optimization and StarterDemo input, and refreshes the project documentation around Untold Engine's interactive XR direction and engineering principles.
Gaussian splats
Rendering and shadows
PipelineCreationErrorin engine pipeline logs.Animation
Build system and demos
StarterDemo.Documentation
Checklist
Architectural notes / trade-offs
Gaussian chunks are now divided at uniform-grid cell boundaries before Morton slicing. This can create additional partially filled chunks, trading a small amount of chunk metadata and slot overhead for tighter bounds and more effective spatial culling in unevenly distributed scenes. Paging calculations now account for those shorter chunk tails.
Cascaded shadows now determine caster relevance from each cascade's fitted world-space bounds instead of camera-depth splits. Neighboring cascades overlap and cross-fade near their boundaries, preventing valid casters from being discarded and reducing visible cascade transitions.