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[Feat] (Disaggregated): replace MobileGL's monolithic architecture with a disaggregated client/server one - #21
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Commits on Oct 9, 2026
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[Fix] (GL): report tessellation-stage image uniform limits from the backend and enforce them at link
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[Fix] (Espryt): sample cube-array shadow textures at LOD 0 with texture() outside the fragment stage
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Commits on Oct 13, 2026
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Commits on Oct 14, 2026
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Commits on Oct 16, 2026
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[CI] (.github/workflows, CONTRIBUTING.md, scripts, scripts/data): add the layering and size ratchets
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Commits on Oct 17, 2026
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Commits on Oct 18, 2026
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[Test] (MG_IntegrationTest/Scenarios): draw each array twice in a row in the one-program narrow case
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Commits on Oct 19, 2026
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[Refactor] (MG_Backend/DirectVulkan, MG_Util/ShaderTranspiler): share the integer vertex input masks
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Commits on Oct 31, 2026
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