<h2>Newly introduced :</h2>
<ul>
	<li>[758] :  nkEngine : Migrated to the latest msvc v145 build tools (VS2026) for the Windows desktop build.  </li>
	<li>[762] :  nkAstraeus : Added support for reverse Z to effects that are impacted by the new projection changes (SsaoEffect, AtmosphereEffect). Where needed, a setReverseZ() method has been added to specify when standard/reverse Z should be used, with the default using reverse Z to align with nkGraphics.  </li>
	<li>[760] :  nkGraphics : All defaults for cameras, render states, passes and render contexts have been updated to use reverse, infinite Z projections, greatly improving projection distances without the need to worry about the far value. This means that: &lt;ul&gt; &lt;li&gt;Render contexts now default to a D32_FLOAT depth target.&lt;/li&gt; &lt;li&gt;Cameras will use by default the perspective, reverse infinite Z projection.&lt;/li&gt; &lt;li&gt;Clear target passes will clear the depth targets with the value 0.&lt;/li&gt; &lt;li&gt;Depth stencil states default to the FUNCTION_GREATER depth comparison function.&lt;/li&gt; &lt;/ul&gt; </div><div>Various places have also been updated to support both standard, and reverse Z, so that the transition should be seamless if using built-in methods. However, if you were depending on the standard Z, the best course is to update your pipeline to mirror the changes described here and benefit from the improvement. Alternatively, to restore legacy behavior, you can update the render context descriptors and set your own cameras and states during passes with : </div><div>&lt;ul&gt; </div><div>&lt;li&gt;Use RenderContextDescriptor::setUseStencil(true) during context creation to restore old default format.&lt;/li&gt; </div><div>&lt;li&gt;Use Camera::setAsPerspective(...) to use the standard Z perspective projection.&lt;/li&gt; </div><div>&lt;li&gt;Use ClearTargetsPass::setClearDepthValue(1) to restore the standard Z clearing value.&lt;/li&gt; </div><div>&lt;li&gt;Use DepthStencilState::setDepthComparison(COMPARISON_FUNCTION::FUNCTION_LESS) to restore the depth comparison method&lt;/li&gt; </div><div>&lt;li&gt; Use the passes setRenderCamera,&nbsp;setCullingCamera,&nbsp;setLodCamera,&nbsp;setDepthStencilState&nbsp;methods to feed these updated states during rendering.&lt;/li&gt; </div><div>&lt;/ul&gt; </div> </div></li>
	<li>[757] :  nkMaths : Matrices now offer the new reverse Z and reverse infinite Z perspective projections. Orthographic projection also gets a reverse Z variant. These variants allow to reverse the Z range projected, redistributing the numerical precision to greatly improve the behaviour on the far distances. nkGraphics Camera's API already offer to use these projections.  </li>
	<li>[753] :  nkGraphics : Added a view projection combined pass memory slot type. This new pass slot pre-multiplies the view and projection matrices of the camera to feed it as one matrix into the constant buffer.  </li>
	<li>[759] :  nkGraphics : Added the Mesh::getVertexGpuBuffer() and Mesh::getIndexGpuBuffer(), allowing to retrieve the internal GPU buffers once the mesh is loaded. These buffers can then be mapped to write or read data seamlessly.  </li>
</ul>
<h2>Fixed :</h2>
<ul>
	<li>[751] :   nkGraphics : Fixed an issue within the GlesRenderer that could cause misplacement of entities during a render scene pass. This was due to a wrong instance buffer binding update under some conditions. </li>
	<li>[761] :   nkGraphics : Fixed an issue within the GlesRenderer that would prevent rendering to a render context using an external depth target, set with a floating point depth format (such as FORMAT::D32_FLOAT). </li>
	<li>[752] :   nkGraphics : Fixed an issue within the Camera that could cause it to return outdated corner directions, after projection or view parameters were altered. </li>
	<li>[756] :   nkMaths : Fixed an issue within the Matrix::setToViewMatrixDirection() method that could cause faulty results if the direction and up provided were coplanar. </li>
	<li>[754] :   nkMaths : Fixed an issue during creation of a Quaternion using a rotation Matrix. This was impacting some rotation configurations such as a view matrix looking down the Y axis, incorrectly extracting the rotation from the Matrix. </li>
</ul>
