- optimization: shadow rendering batches multiple lights for up to 16x cameras/viewports
- occlusion culling improvements: added occlusion culling for decals, probes. Lights use cpu readback now instead of predication, also works on Metal API and saves more CPU work.
- optimized large buffer uploads to GPU with CopyBufferAsync
- resource aliasing improvements with GetDeviceTextureMemoryRequirements
- shader optimizations
- fixes for Vulkan and surfel GI (by @vrguru )
- gltf vertexcolor alpha fix (by @sierravx )
- talkiing animation and spring component fixes (by @Kanbyen )
- Linux: added SDL3 platform support (by @vrguru )