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Improve benchmark: percentiles, spikes, system info
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#62:
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Fix DX11 freeze and low quality on window resize
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#61:
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Fix crash on escape and black background in DX11
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#60:
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Fix crash on escape and black background in DX11
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#59:
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Add renderer support for SSAO, HDR, and ground plane
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#58:
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Export camera controllers and physics components with ENGINE_API
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#57:
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Replace DebugCamera with scene-owned active camera system
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#56:
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Rename padding vars in GL light UBO to avoid redefinition
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Exclude MeshBatch draws from shadow cache to prevent buffer leaks
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Exclude MeshBatch draws from shadow cache to prevent buffer leaks
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#53:
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Integrate benchmark into application loop with F12 toggle
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#52:
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Add vertex/triangle counters to D3D12 draw calls
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#51:
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Fix D3D12 sync issues and add fog/lighting support
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Add release() method to List and VertexGroup for memory deallocation
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#49:
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Fix Vulkan stutter with buffer recycling pool and reduced budgets
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#48:
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Add fog to default shader
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#47:
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Fix Vulkan semaphore reuse and buffer-in-use errors
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Fix DX11 MSAA blue screen by clearing correct depth buffer and rebind…
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#45:
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Add alpha discard to default shaders
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#44:
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Add unified VSync API across all renderers
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#43:
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Add DrawRect, DrawFilledRect, DrawText, DrawImage to UI API
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Fix Vulkan stutter from sync GPU flushes on buffer cleanup
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#41:
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Add async GPU buffer uploads with semaphore sync
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#40:
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Add distance fog support to all shader backends
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#39:
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Add pixel-level texture API for runtime atlas building
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