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RenderPilot-1.7.0-portable.zip 2026-07-25 10.3 MB
latest.json 2026-07-25 5.0 kB
RenderPilot_1.7.0_x64-setup.exe.sig 2026-07-25 424 Bytes
RenderPilot_1.7.0_x64-setup.exe 2026-07-25 7.2 MB
README.md 2026-07-25 3.8 kB
RenderPilot v1.7.0 source code.tar.gz 2026-07-25 1.9 MB
RenderPilot v1.7.0 source code.zip 2026-07-25 2.6 MB
Totals: 7 Items   22.0 MB 0

[1.7.0] - 2026-07-25

Added

  • D3D12 Agility SDK: Detect and manage versioned D3D12Core.dll packages together with the selected game's D3D12SDKVersion export. Swap plans classify the executable action as no change, managed patch, original restore, or repair required. The first user-selected managed patch and a user-selected restore require the fresh, state-bound plan token; apply fails closed when the executable, package, or backup has changed.
  • DirectX Shader Compiler: Discover and replace DXC runtimes from the versioned library catalog, including complete dxcompiler.dll/dxil.dll packages and games that ship only the standalone compiler. Package identity, architecture, and installed-pair coverage are validated before a candidate is offered.
  • OpenVR: Detect package-backed OpenVR loaders and safely move between compatible releases with PE architecture, export-surface, source-integrity, and rollback validation.
  • Library legal documents: View package license and notice documents directly from the Libraries page. Legal metadata is validated as part of the catalog and remains available across page navigation.
  • Operation preflights: The CLI and desktop API now expose typed swap and rollback previews. plan-swap returns blockers, warnings, affected files, the D3D12 executable action, and any required confirmation token; plan-rollback provides the corresponding read-only rollback preview.

Changed

  • Runtime catalog: Replaced runtime-specific package handling with a versioned, package-aware catalog model shared by DXC, OpenVR, D3D12 Agility SDK, Streamline, FSR, and existing single-file libraries. Candidate identity now follows the exact files written by each transition instead of relying on display versions alone.
  • D3D12 workflows: Game Details separates ordinary candidates from executable-changing actions, shows the current managed executable state, requests confirmation for a first managed patch or restore when required, and propagates the state-bound token through both single and bulk updates.
  • Bulk updates: Update-all planning, confirmation, cancellation, and progress now use one testable workflow, while unrelated component failures remain isolated.
  • Libraries experience: Page state and package data survive navigation, action feedback stays aligned with the initiating control, tooltips forward their trigger properties correctly, and download progress is more compact.

Fixed

  • Disk reconciliation: Catalog, add-on, and rollback state are reconciled against current files before mutation, preventing stale observations from being treated as valid managed state.
  • App updates: Stabilized the update dialog lifecycle and action state so download/install feedback remains consistent while the app prepares to exit.

Changed (Refactoring & Maintenance)

  • Rollback and recovery: Original component and D3D12 executable identities are immutable once captured; only the verified expected-active identity advances. SQLite schema v11/v12 migrations preserve existing data, and interrupted apply/rollback operations recover through the durable journal and immutable sidecars.
  • Typed boundaries: Consolidated action, status, swap-plan, rollback-plan, and operation-metadata DTOs across orchestration, CLI, API, Tauri, and TypeScript. Confirmation tokens live only on fresh swap plans rather than executable actions.
  • Graphics model: Removed the unused standalone NVIDIA Reflex technology classification from the domain model, filters, and desktop presentation.
  • Tooling and dependencies: Pinned Rust 1.97.1, updated hashing and desktop dependencies, refreshed both lockfiles, and documented the current architecture and quality gates.
Source: README.md, updated 2026-07-25