Performance improvements, fewer black-screening games and some upstreaming work for macOS littered the thirty-one day span, with more than just rampant consumerism for all to enjoy.Before all that though: let’s take a gander down to our remaining patreon incentive goals.Anyone who played at launch, or even late into November will probably have experienced completely random vertex explosions: moments where your character, an NPC, other Pokémon, or literally any other environmental asset could lose its grasp on reality and become either a minor glitch or a giant wall of beige-tinted spikes.Some smaller changes this month included: a reduction to texture operations in shaders which may give a slight boost to lower end iGPUs, SNorm buffer textures are now cleared for use with Vulkan (we previously enforced an OpenGL workaround even in Vulkan), and a couple more improvements to shader specialization and shader bindings array gave our usual benchmark game of Super Mario Odyssey a further 3-4% performance bump!On our side though, the simple implementation of PrimitiveID output on the geometry shader was enough to completely resolve this issue: The Stanley Parable: Ultra Deluxe highlighted a slight bug in the FSWZADD shader helper function that was causing a LUT index to be out of bounds."