Release 1.1.2 — the default path works end to end

Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
Donchitos
2026-09-29 21:32:19 +10:00
co-authored by Claude Opus 5.5
parent 7ed2c3e9c4
commit b21fa0f7f2
383 changed files with 22888 additions and 10618 deletions
@@ -19,7 +19,9 @@ Last verified: 2026-02-12 | Engine: Godot 4.6
### 4.4 Changes
- **`RenderingDevice.draw_list_begin`**: Many parameters removed; optional `breadcrumb` added
- **Shader texture types**: Changed from `Texture2D` to `Texture` base type
- **`Shader` default-texture methods**: `set_default_texture_parameter()` takes and
`get_default_texture_parameter()` returns `Texture`, not `Texture2D` (the shading
language's `sampler2D` / `texture()` did not change)
- **Particles `.restart()`**: Added optional `keep_seed` parameter
### 4.3 Changes (in training data)
@@ -55,5 +57,7 @@ Windows default backend: D3D12 (was Vulkan pre-4.6)
## Common Mistakes
- Assuming Vulkan is the default backend on Windows (D3D12 since 4.6)
- Using manual viewport chains instead of Compositor for post-processing
- Using `Texture2D` in shader uniform types (use `Texture` since 4.4)
- Passing or expecting `Texture2D` in `Shader.set_default_texture_parameter()` /
`get_default_texture_parameter()` (the type is `Texture` since 4.4 — the shading
language's `sampler2D` / `texture()` did not change)
- Not using Shader Baker for projects with many shader variants