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Bump coverlet.collector and 4 others - #14
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JerrettDavis merged 2 commits intoOct 19, 2026
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Bumps coverlet.collector from 10.0.1 to 10.1.0 Bumps Microsoft.Build.Tasks.Core from 18.10.1 to 18.11.0 Bumps Microsoft.NET.Test.Sdk from 18.10.1 to 18.11.0 Bumps Stride.Engine from 4.3.0.2507 to 4.4.1 Bumps xunit.runner.visualstudio from 4.0.0 to 4.0.1 --- updated-dependencies: - dependency-name: coverlet.collector dependency-version: 10.1.0 dependency-type: direct:production update-type: version-update:semver-minor dependency-group: nuget-dependencies - dependency-name: Microsoft.Build.Tasks.Core dependency-version: 18.11.0 dependency-type: direct:production update-type: version-update:semver-minor dependency-group: nuget-dependencies - dependency-name: Microsoft.NET.Test.Sdk dependency-version: 18.11.0 dependency-type: direct:production update-type: version-update:semver-minor dependency-group: nuget-dependencies - dependency-name: Stride.Engine dependency-version: 4.4.1 dependency-type: direct:production update-type: version-update:semver-minor dependency-group: nuget-dependencies - dependency-name: xunit.runner.visualstudio dependency-version: 4.0.1 dependency-type: direct:production update-type: version-update:semver-patch dependency-group: nuget-dependencies ... Signed-off-by: dependabot[bot] <support@github.com>
…lerApp has no 4.4.x; mismatch breaks asset compiler)
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Updated coverlet.collector from 10.0.1 to 10.1.0.
Release notes
Sourced from coverlet.collector's releases.
10.1.0
Improvements
Fixed
Diff between 10.0.1 and 10.1.0
Commits viewable in compare view.
Updated Microsoft.Build.Tasks.Core from 18.10.1 to 18.11.0.
Release notes
Sourced from Microsoft.Build.Tasks.Core's releases.
18.11.0
What's Changed
... (truncated)
Commits viewable in compare view.
Updated Microsoft.NET.Test.Sdk from 18.10.1 to 18.11.0.
Release notes
Sourced from Microsoft.NET.Test.Sdk's releases.
18.11.0
What's Changed
New Contributors
Full Changelog: microsoft/vstest@v18.10.1...v18.11.0
Commits viewable in compare view.
Updated Stride.Engine from 4.3.0.2507 to 4.4.1.
Release notes
Sourced from Stride.Engine's releases.
4.4.1
For Stride engine 4.4.0-beta8.
What's changed in the Stride samples
Full samples changelog: stride3d/stride@samples/4.4.0...samples/4.4.1
4.4.0
For Stride engine 4.4.0-beta8.
What's changed in the Stride samples
... (truncated)
4.4.0-beta9
What's Changed
Auto-generated; a maintainer may hand-edit.
🎮 Graphics
ResumeManager,Reload,OnRecreate,OnPause/OnResume,Buffer.RecreateWith,GraphicsDevice.Recreate, and theDeviceResetting/DeviceResetevents); the 4.4 upgrader removes their uses from your project automatically (@xen2, #3476)🌈 Shaders
u/land hexadecimal values starting with0now parse correctly, very large values wrap instead of crashing the compiler, and constant integer/float expressions are folded with the correct type instead of silently losing precision (@Nicogo1705, #3467, #3468)🕹️ Input
🖥️ Editor / Game Studio
📦 Content & Assets
🔧 Under the hood
Full Changelog: stride3d/stride@releases/4.4.0-beta8...releases/4.4.0-beta9
4.4.0-beta8
What's Changed
Auto-generated; a maintainer may hand-edit.
🎮 Graphics & Shaders
switchstatement with constant labels, constants inherited from a base shader, and constants used as array sizes or texture offsets. Basic math on vector constants (e.g.float3(1,2,3) * 0.5) also now compiles (@xen2, #3453, #3454)🖥️ Editor / Game Studio
📦 Content & Assets
UtilitiestoMemoryUtilities(@xen2, 0ac3fe9)🧩 Templates & Samples
🔧 Under the hood
Full Changelog: stride3d/stride@releases/4.4.0-beta7...releases/4.4.0-beta8
4.4.0-beta7
What's Changed
Auto-generated; a maintainer may hand-edit.
🐧 Cross-platform / CLI / Build
🎨 Graphics & Shaders
1., a vector constructor argument containing a binary expression, a dangling.or[at the end of an expression, or a field name that matches an intrinsic method name likeSampleLevel(@azeno, #3421, #3412, #3391; @xen2, #3426)Texture.Format(@xen2, #3427)EyeMSshader value (eye vector in model space), which was assigned the wrong data (@Eideren, #3408)AddMath, a material blend operator for component-wise addition, matching the existing Multiply/Subtract/Divide operators (@Eideren, #3436)🖼️ UI
📦 Content & Assets
🖥️ Editor / Game Studio
🛠️ Tools & Diagnostics
🔧 Under the hood
New Contributors
... (truncated)
4.4.0-beta6
Highlights
Crash reporting for the Stride tools
Game Studio, the CLI, and the asset compiler can now catch their own crashes, both managed exceptions and native access violations, and offer to send an anonymized report. Nothing is sent without you clicking Send, and a report can be reviewed in full before it goes anywhere.
When the asset compiler crashes during a build, the failing asset is identified automatically, and if that happens from inside Game Studio, the crash surfaces as a Game Studio window. Recurring crashes with the same cause can be muted so they stop asking, while still being saved locally for later. This should make it much easier to report and diagnose the crashes that used to just leave you staring at a closed window.
Clearer drag-and-drop feedback in the entity tree
Dragging entities around the scene tree in Game Studio now shows exactly where an item will land before you drop it. The insert line reflects the target's nesting depth and is drawn in the theme's accent color, and the row you're hovering over is highlighted green, grey, or red depending on whether the drop will be accepted, change nothing, or be refused.
A few drag gestures that used to be silently rejected now work as expected: dropping an entity on the row of its current parent moves it to the end of that parent's children, and dropping in the empty space below the tree moves an entity out to the top level. Folder rows no longer offer a misleading insert position, since dropping onto a folder always adds the entity as a child of that folder.
What's Changed
Auto-generated; a maintainer may hand-edit.
🖥️ Editor / Game Studio
🎮 Graphics & Shaders
🧱 Content & Assets
Material.Newat runtime binding an empty environment lookup texture, which could show incorrect reflections (@sasvdw, #3370)📦 Project Templates
📚 Samples
🔨 Build & Dependencies
🔧 Under the hood
... (truncated)
4.4.0-beta5
✨ Highlights
Further work on the Vulkan API. This release addresses another batch of bugs that were introduced with the recent rewrite of the Vulkan renderer. We have also updated the requirement for Vulkan to version 1.3 in order to improve performance. This change may break support for some older devices, so make sure to update your graphics drivers!
Improvements to replacement assets. In case you missed it, Stride now allows you to create replacement assets that can override the contents of other assets, including read-only ones from external packages or engine libraries. This release introduces additional tools to better show the relation between a replacement and its target, including a new 🟡 yellow compilation status dot, which signifies that an asset will be included in the build, but its contents will be replaced by another.
Single-script application support. The engine is now compatible with file-based apps. This means that in combination with the community toolkit, you can now create Stride games from a single C# file!
Removed legacy metrics. Game Studio's telemetry was a left-over from when Stride was a closed-sourced project named Xenko. Most of it was unused or broken, which is why it was removed. However, we are planning to soon re-add the crash report form and there are talks about reintroducing metrics as an opt-in system.
What's Changed
Auto-generated; a maintainer may hand-edit.
🎮 Graphics & Shaders
Buffer<T>now keeps its declared element type instead of always returning a 4-component value, matching HLSL behavior (@xen2, #3333)🧨 Physics
🖥️ Editor / Game Studio
Guidproperties on components and assets can now be edited directly in the property grid, with input formatting and validation; they previously showed as a read-only row with no way to change the value (@Nicogo1705, #3280)Asset.Replacesis now tracked as a proper reference instead of a plain path, so it survives renaming or moving the replaced asset. Game Studio also shows "Replaced by" links and badges, and correctly reflects replacements in the asset inclusion view (@xen2, #3295, 03edac1)📦 Content & Assets
ContentManager.Loadnow gives a clearer error, including suggestions, when an asset can't be found, and always throws an exception instead of sometimes silently returning null (@xen2, #3327)dotnet run app.cs) (@VaclavElias, #3340)🖼️ UI
StackPanelgap spacing being computed incorrectly when some children are collapsed, which also caused janky scrollbar dragging inside aScrollViewer(@bai-chi-xing, #3298)Slidersnapping to the wrong value when its tick step didn't account for a non-zero minimum (@Acissathar, 35a94e1)⚙️ Engine / Core
Stride.Engine. The crash reporter now lets you view and save a report locally, for example to attach to a GitHub issue, instead of sending it automatically (@Jklawreszuk, #3279, #3342)... (truncated)
4.4.0-beta4
🧩 Assets & Build
Assetsclass Stride generates so your code can reference project assets without hardcoding path strings). It now identifies each asset by its file extension instead of opening and reading every asset file's contents — so builds are faster and assets are no longer occasionally missed or given the wrong type. (9eef715b1)Full Changelog: stride3d/stride@releases/4.4.0-beta3...releases/4.4.0-beta4
4.4.0-beta3
Stride 4.4.0-beta3
Highlights
📦 Per-package asset URLs and namespacing
Assets now live under a rooted, per-package address like
/MyGame/UI/Titleor/MyPlugin/Effects/Fooinstead of a single flat pool shared by everything you reference. Each package owns its own namespace, and you can use another package's assets by name in the same way youusinga C# namespace.StrideAssetNamespacesetting, so existing projects keep working exactly as before.🔁 Asset replacement
Any asset can now declare a
Replacestarget. When the project is built, the replacing asset takes the replaced asset's URL and content, so plugins can override built-in or third-party content without editing the original.🏷️ Typed asset URL constants
Projects now get a generated
Assetsclass with typed constants for every asset in the build (e.g.Assets.Scenes.MainScene), so you can reference content by an IDE-completed symbol instead of a raw string. Renames flow through as compile errors instead of silent runtime "content not found".🖥️ Editor / Game Studio
.Gamepackage when run against a project created before 4.4. (#3262)🎮 Graphics & Shaders
FastTextRendererwas drawing into a closed command list). (#3261, #1020)cc7ca73)🧨 Physics (BEPU)
66a910b)5f01a46)StaticComponent— small perf win, avoids pointless work for shapes that will never move. (518e006)🔊 Audio
... (truncated)
4.4.0-beta2
What's Changed
🎮 Vulkan & Direc3D12
You can pick the graphics API right from the UI now:
⚙️ Physics
💪 Other Changes
Full Changelog: stride3d/stride@releases/4.4.0-beta1...releases/4.4.0-beta2
4.4.0-beta1
Full Changelog: stride3d/stride@cli/1.0.0-beta1...releases/4.4.0-beta1
What's Changed
🎉 New Features
🐞 Bug Fixes
🧠 Core
🔧 Engineering
📦 Assets
🔨 Build
📄 Docs
... (truncated)
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Updated xunit.runner.visualstudio from 4.0.0 to 4.0.1.
Release notes
Sourced from xunit.runner.visualstudio's releases.
4.0.1
Release notes: https://xunit.net/releases/visualstudio/4.0.1
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