Release notes and README: the tree columns are fixed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
chrg6
2026-11-07 20:27:22 -05:00
parent 4cb8188491
commit 65ad25faaf
2 changed files with 2 additions and 4 deletions

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@@ -60,8 +60,6 @@ and `VK_EXT_mesh_shader`. The setup is not signed, so SmartScreen warns on its f
## Known issues
- Some areas show stretched polygons for a moment (a dark column reaching into the sky on Death Mountain and in
Kakariko).
- The first start after an install or update, and the first visit to an area, can pause briefly while the graphics
driver builds what it has not seen; later starts are smooth.
- A rare crash in the game's particle code.

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@@ -33,6 +33,8 @@ cards).
## New in this release
- Trees no longer stretch into a dark column reaching the sky (Hyrule Field, Kakariko, Death Mountain): what the
game's GPU passes write about trees and foliage now reaches the game's memory.
- Every one of the game's 36,031 shader variants now translates, so no object is left undrawn for a failed shader.
- A draw that has to wait for its pipeline no longer compiles on the game's drawing thread; the warm-start stalls on
the test route are gone.
@@ -49,8 +51,6 @@ cards).
## Known issues
- Some areas show stretched polygons for a moment (a dark column reaching into the sky on Death Mountain and in
Kakariko).
- Entering a new area can hold one frame for about 0.2 s while its textures are set up, and the first visit to an
area after an install can pause briefly while the graphics driver builds what it has not seen.
- A rare crash in the game's particle code.