Jelajahi Sumber

Fix @see / @type and links to php

David Catuhe 7 tahun lalu
induk
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12c35190a2
47 mengubah file dengan 36206 tambahan dan 52034 penghapusan
  1. 19371 23484
      Playground/babylon.d.txt
  2. 16655 28044
      dist/preview release/babylon.d.ts
  3. 42 42
      dist/preview release/babylon.js
  4. 3 106
      dist/preview release/babylon.max.js
  5. 43 43
      dist/preview release/babylon.worker.js
  6. 3 106
      dist/preview release/es6.js
  7. 4 4
      dist/preview release/gui/babylon.gui.min.js
  8. 4 4
      dist/preview release/inspector/babylon.inspector.bundle.js
  9. 3 3
      dist/preview release/inspector/babylon.inspector.min.js
  10. 2 2
      dist/preview release/loaders/babylon.glTF1FileLoader.min.js
  11. 2 2
      dist/preview release/loaders/babylon.glTF2FileLoader.min.js
  12. 3 3
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  13. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  14. 3 3
      dist/preview release/loaders/babylonjs.loaders.min.js
  15. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  16. 1 1
      dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js
  17. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  18. 3 3
      dist/preview release/materialsLibrary/babylonjs.materials.min.js
  19. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  20. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  21. 1 1
      dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js
  22. 1 1
      dist/preview release/serializers/babylon.glTF2Serializer.min.js
  23. 1 1
      dist/preview release/serializers/babylonjs.serializers.min.js
  24. 52 52
      dist/preview release/viewer/babylon.viewer.js
  25. 2 6
      dist/preview release/viewer/babylon.viewer.max.js
  26. 0 8
      gui/src/controls/control.ts
  27. 0 2
      gui/src/controls/textBlock.ts
  28. 0 1
      src/Actions/babylon.action.ts
  29. 0 1
      src/Bones/babylon.skeleton.ts
  30. 0 3
      src/Layer/babylon.layer.ts
  31. 0 1
      src/Materials/Background/babylon.backgroundMaterial.ts
  32. 0 1
      src/Materials/Textures/babylon.baseTexture.ts
  33. 0 5
      src/Materials/Textures/babylon.renderTargetTexture.ts
  34. 0 1
      src/Materials/babylon.imageProcessingConfiguration.ts
  35. 0 5
      src/Materials/babylon.material.ts
  36. 0 4
      src/Mesh/babylon.abstractMesh.ts
  37. 0 3
      src/Mesh/babylon.mesh.ts
  38. 0 1
      src/Mesh/babylon.transformNode.ts
  39. 0 3
      src/PostProcess/RenderPipeline/Pipelines/babylon.lensRenderingPipeline.ts
  40. 0 15
      src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts
  41. 0 10
      src/PostProcess/RenderPipeline/Pipelines/babylon.ssaoRenderingPipeline.ts
  42. 0 5
      src/PostProcess/babylon.postProcess.ts
  43. 0 9
      src/PostProcess/babylon.volumetricLightScatteringPostProcess.ts
  44. 0 1
      src/Sprites/babylon.spriteManager.ts
  45. 1 0
      src/Tools/babylon.observable.ts
  46. 0 1
      src/babylon.node.ts
  47. 1 38
      src/babylon.scene.ts

File diff ditekan karena terlalu besar
+ 19371 - 23484
Playground/babylon.d.txt


File diff ditekan karena terlalu besar
+ 16655 - 28044
dist/preview release/babylon.d.ts


File diff ditekan karena terlalu besar
+ 42 - 42
dist/preview release/babylon.js


+ 3 - 106
dist/preview release/babylon.max.js

@@ -7536,6 +7536,7 @@ var BABYLON;
     BABYLON.MultiObserver = MultiObserver;
     /**
      * The Observable class is a simple implementation of the Observable pattern.
+     *
      * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
      * This enable a more fine grained execution without having to rely on multiple different Observable objects.
      * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
@@ -15715,7 +15716,6 @@ var BABYLON;
             this._animationPropertiesOverride = null;
             /**
             * An event triggered when the mesh is disposed
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             // Behaviors
@@ -16620,7 +16620,6 @@ var BABYLON;
             _this._isWorldMatrixFrozen = false;
             /**
             * An event triggered after the world matrix is updated
-            * @type {BABYLON.Observable}
             */
             _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
             _this._nonUniformScaling = false;
@@ -17566,17 +17565,14 @@ var BABYLON;
             // Events
             /**
             * An event triggered when this mesh collides with another one
-            * @type {BABYLON.Observable}
             */
             _this.onCollideObservable = new BABYLON.Observable();
             /**
             * An event triggered when the collision's position changes
-            * @type {BABYLON.Observable}
             */
             _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
             /**
             * An event triggered when material is changed
-            * @type {BABYLON.Observable}
             */
             _this.onMaterialChangedObservable = new BABYLON.Observable();
             // Properties
@@ -17643,7 +17639,6 @@ var BABYLON;
             _this.alwaysSelectAsActiveMesh = false;
             /**
              * This scene's action manager
-             * @type {BABYLON.ActionManager}
             */
             _this.actionManager = null;
             // Physics
@@ -21654,7 +21649,7 @@ var BABYLON;
     BABYLON.RenderingGroupInfo = RenderingGroupInfo;
     /**
      * Represents a scene to be rendered by the engine.
-     * @see http://doc.babylonjs.com/page.php?p=21911
+     * @see http://doc.babylonjs.com/features/scene
      */
     var Scene = /** @class */ (function () {
         /**
@@ -21688,178 +21683,145 @@ var BABYLON;
             this.disableOfflineSupportExceptionRules = new Array();
             /**
             * An event triggered when the scene is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             this._onDisposeObserver = null;
             /**
             * An event triggered before rendering the scene (right after animations and physics)
-            * @type {BABYLON.Observable}
             */
             this.onBeforeRenderObservable = new BABYLON.Observable();
             this._onBeforeRenderObserver = null;
             /**
             * An event triggered after rendering the scene
-            * @type {BABYLON.Observable}
             */
             this.onAfterRenderObservable = new BABYLON.Observable();
             this._onAfterRenderObserver = null;
             /**
             * An event triggered before animating the scene
-            * @type {BABYLON.Observable}
             */
             this.onBeforeAnimationsObservable = new BABYLON.Observable();
             /**
             * An event triggered after animations processing
-            * @type {BABYLON.Observable}
             */
             this.onAfterAnimationsObservable = new BABYLON.Observable();
             /**
             * An event triggered before draw calls are ready to be sent
-            * @type {BABYLON.Observable}
             */
             this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
             /**
             * An event triggered after draw calls have been sent
-            * @type {BABYLON.Observable}
             */
             this.onAfterDrawPhaseObservable = new BABYLON.Observable();
             /**
             * An event triggered when physic simulation is about to be run
-            * @type {BABYLON.Observable}
             */
             this.onBeforePhysicsObservable = new BABYLON.Observable();
             /**
             * An event triggered when physic simulation has been done
-            * @type {BABYLON.Observable}
             */
             this.onAfterPhysicsObservable = new BABYLON.Observable();
             /**
             * An event triggered when the scene is ready
-            * @type {BABYLON.Observable}
             */
             this.onReadyObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering a camera
-            * @type {BABYLON.Observable}
             */
             this.onBeforeCameraRenderObservable = new BABYLON.Observable();
             this._onBeforeCameraRenderObserver = null;
             /**
             * An event triggered after rendering a camera
-            * @type {BABYLON.Observable}
             */
             this.onAfterCameraRenderObservable = new BABYLON.Observable();
             this._onAfterCameraRenderObserver = null;
             /**
             * An event triggered when active meshes evaluation is about to start
-            * @type {BABYLON.Observable}
             */
             this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
             /**
             * An event triggered when active meshes evaluation is done
-            * @type {BABYLON.Observable}
             */
             this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
             /**
             * An event triggered when particles rendering is about to start
             * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when particles rendering is done
             * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when sprites rendering is about to start
             * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when sprites rendering is done
             * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onAfterSpritesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
-            * @type {BABYLON.Observable}
             */
             this.onDataLoadedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a camera is created
-            * @type {BABYLON.Observable}
             */
             this.onNewCameraAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a camera is removed
-            * @type {BABYLON.Observable}
             */
             this.onCameraRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a light is created
-            * @type {BABYLON.Observable}
             */
             this.onNewLightAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a light is removed
-            * @type {BABYLON.Observable}
             */
             this.onLightRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a geometry is created
-            * @type {BABYLON.Observable}
             */
             this.onNewGeometryAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a geometry is removed
-            * @type {BABYLON.Observable}
             */
             this.onGeometryRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a transform node is created
-            * @type {BABYLON.Observable}
             */
             this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a transform node is removed
-            * @type {BABYLON.Observable}
             */
             this.onTransformNodeRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a mesh is created
-            * @type {BABYLON.Observable}
             */
             this.onNewMeshAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a mesh is removed
-            * @type {BABYLON.Observable}
             */
             this.onMeshRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when render targets are about to be rendered
             * Can happen multiple times per frame.
-            * @type {BABYLON.Observable}
             */
             this.OnBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered when render targets were rendered.
             * Can happen multiple times per frame.
-            * @type {BABYLON.Observable}
             */
             this.OnAfterRenderTargetsRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered before calculating deterministic simulation step
-            * @type {BABYLON.Observable}
             */
             this.onBeforeStepObservable = new BABYLON.Observable();
             /**
             * An event triggered after calculating deterministic simulation step
-            * @type {BABYLON.Observable}
             */
             this.onAfterStepObservable = new BABYLON.Observable();
             /**
@@ -21908,7 +21870,6 @@ var BABYLON;
             // Coordinate system
             /**
             * use right-handed coordinate system on this scene.
-            * @type {boolean}
             */
             this._useRightHandedSystem = false;
             // Fog
@@ -21921,12 +21882,10 @@ var BABYLON;
             // Lights
             /**
             * is shadow enabled on this scene.
-            * @type {boolean}
             */
             this._shadowsEnabled = true;
             /**
             * is light enabled on this scene.
-            * @type {boolean}
             */
             this._lightsEnabled = true;
             /**
@@ -27028,7 +26987,6 @@ var BABYLON;
             this.animations = new Array();
             /**
             * An event triggered when the texture is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
@@ -27903,17 +27861,14 @@ var BABYLON;
             // Events 
             /**
              * An event triggered before rendering the mesh
-             * @type {BABYLON.Observable}
              */
             _this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the mesh
-            * @type {BABYLON.Observable}
             */
             _this.onAfterRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered before drawing the mesh
-            * @type {BABYLON.Observable}
             */
             _this.onBeforeDrawObservable = new BABYLON.Observable();
             // Members
@@ -31517,17 +31472,14 @@ var BABYLON;
             this.storeEffectOnSubMeshes = false;
             /**
             * An event triggered when the material is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             /**
             * An event triggered when the material is bound.
-            * @type {BABYLON.Observable}
             */
             this.onBindObservable = new BABYLON.Observable();
             /**
             * An event triggered when the material is unbound.
-            * @type {BABYLON.Observable}
             */
             this.onUnBindObservable = new BABYLON.Observable();
             /**
@@ -37675,7 +37627,6 @@ var BABYLON;
             this._isEnabled = true;
             /**
             * An event triggered when the configuration changes and requires Shader to Update some parameters.
-            * @type {BABYLON.Observable}
             */
             this.onUpdateParameters = new BABYLON.Observable();
         }
@@ -49270,7 +49221,6 @@ var BABYLON;
             this.triggerOptions = triggerOptions;
             /**
             * An event triggered prior to action being executed.
-            * @type Observable
             */
             this.onBeforeExecuteObservable = new BABYLON.Observable();
             if (triggerOptions.parameter) {
@@ -50503,7 +50453,6 @@ var BABYLON;
             this.isPickable = false;
             /**
             * An event triggered when the manager is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             this._vertexBuffers = {};
@@ -59461,27 +59410,22 @@ var BABYLON;
             // Events
             /**
             * An event triggered when the texture is unbind.
-            * @type {BABYLON.Observable}
             */
             _this.onBeforeBindObservable = new BABYLON.Observable();
             /**
             * An event triggered when the texture is unbind.
-            * @type {BABYLON.Observable}
             */
             _this.onAfterUnbindObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering the texture
-            * @type {BABYLON.Observable}
             */
             _this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the texture
-            * @type {BABYLON.Observable}
             */
             _this.onAfterRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after the texture clear
-            * @type {BABYLON.Observable}
             */
             _this.onClearObservable = new BABYLON.Observable();
             _this._currentRefreshId = -1;
@@ -61053,27 +60997,22 @@ var BABYLON;
             // Events
             /**
             * An event triggered when the postprocess is activated.
-            * @type {BABYLON.Observable}
             */
             this.onActivateObservable = new BABYLON.Observable();
             /**
             * An event triggered when the postprocess changes its size.
-            * @type {BABYLON.Observable}
             */
             this.onSizeChangedObservable = new BABYLON.Observable();
             /**
             * An event triggered when the postprocess applies its effect.
-            * @type {BABYLON.Observable}
             */
             this.onApplyObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering the postprocess
-            * @type {BABYLON.Observable}
             */
             this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the postprocess
-            * @type {BABYLON.Observable}
             */
             this.onAfterRenderObservable = new BABYLON.Observable();
             if (camera != null) {
@@ -68811,57 +68750,47 @@ var BABYLON;
             // Members
             /**
             * The PassPostProcess id in the pipeline that contains the original scene color
-            * @type {string}
             */
             _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
             /**
             * The SSAO PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAORenderEffect = "SSAORenderEffect";
             /**
             * The horizontal blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
             /**
             * The vertical blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
             /**
             * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
-            * @type {string}
             */
             _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
             /**
             * The output strength of the SSAO post-process. Default value is 1.0.
-            * @type {number}
             */
             _this.totalStrength = 1.0;
             /**
             * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
-            * @type {number}
             */
             _this.radius = 0.0001;
             /**
             * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
             * Must not be equal to fallOff and superior to fallOff.
             * Default value is 0.975
-            * @type {number}
             */
             _this.area = 0.0075;
             /**
             * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
             * Must not be equal to area and inferior to area.
             * Default value is 0.0
-            * @type {number}
             */
             _this.fallOff = 0.000001;
             /**
             * The base color of the SSAO post-process
             * The final result is "base + ssao" between [0, 1]
-            * @type {number}
             */
             _this.base = 0.5;
             _this._firstUpdate = true;
@@ -69040,63 +68969,51 @@ var BABYLON;
             // Members
             /**
             * The PassPostProcess id in the pipeline that contains the original scene color
-            * @type {string}
             */
             _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
             /**
             * The SSAO PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAORenderEffect = "SSAORenderEffect";
             /**
             * The horizontal blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
             /**
             * The vertical blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
             /**
             * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
-            * @type {string}
             */
             _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
             /**
             * The output strength of the SSAO post-process. Default value is 1.0.
-            * @type {number}
             */
             _this.totalStrength = 1.0;
             /**
             * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
-            * @type {number}
             */
             _this.maxZ = 100.0;
             /**
             * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
-            * @type {number}
             */
             _this.minZAspect = 0.2;
             /**
             * Number of samples used for the SSAO calculations. Default value is 8
-            * @type {number}
             */
             _this._samples = 8;
             /**
             * Are we using bilateral blur ?
-            * @type {boolean}
             */
             _this._expensiveBlur = true;
             /**
             * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
-            * @type {number}
             */
             _this.radius = 2.0;
             /**
             * The base color of the SSAO post-process
             * The final result is "base + ssao" between [0, 1]
-            * @type {number}
             */
             _this.base = 0.1;
             _this._firstUpdate = true;
@@ -69157,7 +69074,6 @@ var BABYLON;
         Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
             /**
             *  Support test.
-            * @type {boolean}
             */
             get: function () {
                 var engine = BABYLON.Engine.LastCreatedEngine;
@@ -69395,17 +69311,14 @@ var BABYLON;
             // - grain texture
             /**
             * The chromatic aberration PostProcess id in the pipeline
-            * @type {string}
             */
             _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
             /**
             * The highlights enhancing PostProcess id in the pipeline
-            * @type {string}
             */
             _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
             /**
             * The depth-of-field PostProcess id in the pipeline
-            * @type {string}
             */
             _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
             _this._scene = scene;
@@ -70829,11 +70742,7 @@ var BABYLON;
     var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldMergePostProcess, _super);
         /**
-<<<<<<< HEAD
-         * Creates a new instance CircleOfConfusionPostProcess
-=======
-         * Creates a new instance of @see DepthOfFieldMergePostProcess
->>>>>>> 70d3435c5f934f0416dfbf106f59fe53aacc8393
+         * Creates a new instance of DepthOfFieldMergePostProcess
          * @param name The name of the effect.
          * @param originalFromInput Post process which's input will be used for the merge.
          * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
@@ -72400,17 +72309,14 @@ var BABYLON;
             _this._screenCoordinates = BABYLON.Vector2.Zero();
             /**
             * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
-            * @type {Vector3}
             */
             _this.customMeshPosition = BABYLON.Vector3.Zero();
             /**
             * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
-            * @type {boolean}
             */
             _this.useCustomMeshPosition = false;
             /**
             * If the post-process should inverse the light scattering direction
-            * @type {boolean}
             */
             _this.invert = true;
             /**
@@ -72419,22 +72325,18 @@ var BABYLON;
             _this.excludedMeshes = new Array();
             /**
             * Controls the overall intensity of the post-process
-            * @type {number}
             */
             _this.exposure = 0.3;
             /**
             * Dissipates each sample's contribution in range [0, 1]
-            * @type {number}
             */
             _this.decay = 0.96815;
             /**
             * Controls the overall intensity of each sample
-            * @type {number}
             */
             _this.weight = 0.58767;
             /**
             * Controls the density of each sample
-            * @type {number}
             */
             _this.density = 0.926;
             scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
@@ -74875,7 +74777,6 @@ var BABYLON;
             // Events
             /**
              * An event triggered before computing the skeleton's matrices
-             * @type {BABYLON.Observable}
              */
             this.onBeforeComputeObservable = new BABYLON.Observable();
             this.bones = [];
@@ -89877,17 +89778,14 @@ var BABYLON;
             // Events
             /**
             * An event triggered when the layer is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering the scene
-            * @type {BABYLON.Observable}
             */
             this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the scene
-            * @type {BABYLON.Observable}
             */
             this.onAfterRenderObservable = new BABYLON.Observable();
             this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
@@ -92187,7 +92085,6 @@ var BABYLON;
             _this._fovMultiplier = 1.0;
             /**
              * Enable the FOV adjustment feature controlled by fovMultiplier.
-             * @type {boolean}
              */
             _this.useEquirectangularFOV = false;
             _this._maxSimultaneousLights = 4;

File diff ditekan karena terlalu besar
+ 43 - 43
dist/preview release/babylon.worker.js


+ 3 - 106
dist/preview release/es6.js

@@ -7508,6 +7508,7 @@ var BABYLON;
     BABYLON.MultiObserver = MultiObserver;
     /**
      * The Observable class is a simple implementation of the Observable pattern.
+     *
      * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
      * This enable a more fine grained execution without having to rely on multiple different Observable objects.
      * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
@@ -15687,7 +15688,6 @@ var BABYLON;
             this._animationPropertiesOverride = null;
             /**
             * An event triggered when the mesh is disposed
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             // Behaviors
@@ -16592,7 +16592,6 @@ var BABYLON;
             _this._isWorldMatrixFrozen = false;
             /**
             * An event triggered after the world matrix is updated
-            * @type {BABYLON.Observable}
             */
             _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
             _this._nonUniformScaling = false;
@@ -17538,17 +17537,14 @@ var BABYLON;
             // Events
             /**
             * An event triggered when this mesh collides with another one
-            * @type {BABYLON.Observable}
             */
             _this.onCollideObservable = new BABYLON.Observable();
             /**
             * An event triggered when the collision's position changes
-            * @type {BABYLON.Observable}
             */
             _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
             /**
             * An event triggered when material is changed
-            * @type {BABYLON.Observable}
             */
             _this.onMaterialChangedObservable = new BABYLON.Observable();
             // Properties
@@ -17615,7 +17611,6 @@ var BABYLON;
             _this.alwaysSelectAsActiveMesh = false;
             /**
              * This scene's action manager
-             * @type {BABYLON.ActionManager}
             */
             _this.actionManager = null;
             // Physics
@@ -21626,7 +21621,7 @@ var BABYLON;
     BABYLON.RenderingGroupInfo = RenderingGroupInfo;
     /**
      * Represents a scene to be rendered by the engine.
-     * @see http://doc.babylonjs.com/page.php?p=21911
+     * @see http://doc.babylonjs.com/features/scene
      */
     var Scene = /** @class */ (function () {
         /**
@@ -21660,178 +21655,145 @@ var BABYLON;
             this.disableOfflineSupportExceptionRules = new Array();
             /**
             * An event triggered when the scene is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             this._onDisposeObserver = null;
             /**
             * An event triggered before rendering the scene (right after animations and physics)
-            * @type {BABYLON.Observable}
             */
             this.onBeforeRenderObservable = new BABYLON.Observable();
             this._onBeforeRenderObserver = null;
             /**
             * An event triggered after rendering the scene
-            * @type {BABYLON.Observable}
             */
             this.onAfterRenderObservable = new BABYLON.Observable();
             this._onAfterRenderObserver = null;
             /**
             * An event triggered before animating the scene
-            * @type {BABYLON.Observable}
             */
             this.onBeforeAnimationsObservable = new BABYLON.Observable();
             /**
             * An event triggered after animations processing
-            * @type {BABYLON.Observable}
             */
             this.onAfterAnimationsObservable = new BABYLON.Observable();
             /**
             * An event triggered before draw calls are ready to be sent
-            * @type {BABYLON.Observable}
             */
             this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
             /**
             * An event triggered after draw calls have been sent
-            * @type {BABYLON.Observable}
             */
             this.onAfterDrawPhaseObservable = new BABYLON.Observable();
             /**
             * An event triggered when physic simulation is about to be run
-            * @type {BABYLON.Observable}
             */
             this.onBeforePhysicsObservable = new BABYLON.Observable();
             /**
             * An event triggered when physic simulation has been done
-            * @type {BABYLON.Observable}
             */
             this.onAfterPhysicsObservable = new BABYLON.Observable();
             /**
             * An event triggered when the scene is ready
-            * @type {BABYLON.Observable}
             */
             this.onReadyObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering a camera
-            * @type {BABYLON.Observable}
             */
             this.onBeforeCameraRenderObservable = new BABYLON.Observable();
             this._onBeforeCameraRenderObserver = null;
             /**
             * An event triggered after rendering a camera
-            * @type {BABYLON.Observable}
             */
             this.onAfterCameraRenderObservable = new BABYLON.Observable();
             this._onAfterCameraRenderObserver = null;
             /**
             * An event triggered when active meshes evaluation is about to start
-            * @type {BABYLON.Observable}
             */
             this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
             /**
             * An event triggered when active meshes evaluation is done
-            * @type {BABYLON.Observable}
             */
             this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
             /**
             * An event triggered when particles rendering is about to start
             * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when particles rendering is done
             * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when sprites rendering is about to start
             * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when sprites rendering is done
             * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
-            * @type {BABYLON.Observable}
             */
             this.onAfterSpritesRenderingObservable = new BABYLON.Observable();
             /**
             * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
-            * @type {BABYLON.Observable}
             */
             this.onDataLoadedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a camera is created
-            * @type {BABYLON.Observable}
             */
             this.onNewCameraAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a camera is removed
-            * @type {BABYLON.Observable}
             */
             this.onCameraRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a light is created
-            * @type {BABYLON.Observable}
             */
             this.onNewLightAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a light is removed
-            * @type {BABYLON.Observable}
             */
             this.onLightRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a geometry is created
-            * @type {BABYLON.Observable}
             */
             this.onNewGeometryAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a geometry is removed
-            * @type {BABYLON.Observable}
             */
             this.onGeometryRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a transform node is created
-            * @type {BABYLON.Observable}
             */
             this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a transform node is removed
-            * @type {BABYLON.Observable}
             */
             this.onTransformNodeRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a mesh is created
-            * @type {BABYLON.Observable}
             */
             this.onNewMeshAddedObservable = new BABYLON.Observable();
             /**
             * An event triggered when a mesh is removed
-            * @type {BABYLON.Observable}
             */
             this.onMeshRemovedObservable = new BABYLON.Observable();
             /**
             * An event triggered when render targets are about to be rendered
             * Can happen multiple times per frame.
-            * @type {BABYLON.Observable}
             */
             this.OnBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered when render targets were rendered.
             * Can happen multiple times per frame.
-            * @type {BABYLON.Observable}
             */
             this.OnAfterRenderTargetsRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered before calculating deterministic simulation step
-            * @type {BABYLON.Observable}
             */
             this.onBeforeStepObservable = new BABYLON.Observable();
             /**
             * An event triggered after calculating deterministic simulation step
-            * @type {BABYLON.Observable}
             */
             this.onAfterStepObservable = new BABYLON.Observable();
             /**
@@ -21880,7 +21842,6 @@ var BABYLON;
             // Coordinate system
             /**
             * use right-handed coordinate system on this scene.
-            * @type {boolean}
             */
             this._useRightHandedSystem = false;
             // Fog
@@ -21893,12 +21854,10 @@ var BABYLON;
             // Lights
             /**
             * is shadow enabled on this scene.
-            * @type {boolean}
             */
             this._shadowsEnabled = true;
             /**
             * is light enabled on this scene.
-            * @type {boolean}
             */
             this._lightsEnabled = true;
             /**
@@ -27000,7 +26959,6 @@ var BABYLON;
             this.animations = new Array();
             /**
             * An event triggered when the texture is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
@@ -27875,17 +27833,14 @@ var BABYLON;
             // Events 
             /**
              * An event triggered before rendering the mesh
-             * @type {BABYLON.Observable}
              */
             _this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the mesh
-            * @type {BABYLON.Observable}
             */
             _this.onAfterRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered before drawing the mesh
-            * @type {BABYLON.Observable}
             */
             _this.onBeforeDrawObservable = new BABYLON.Observable();
             // Members
@@ -31489,17 +31444,14 @@ var BABYLON;
             this.storeEffectOnSubMeshes = false;
             /**
             * An event triggered when the material is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             /**
             * An event triggered when the material is bound.
-            * @type {BABYLON.Observable}
             */
             this.onBindObservable = new BABYLON.Observable();
             /**
             * An event triggered when the material is unbound.
-            * @type {BABYLON.Observable}
             */
             this.onUnBindObservable = new BABYLON.Observable();
             /**
@@ -37647,7 +37599,6 @@ var BABYLON;
             this._isEnabled = true;
             /**
             * An event triggered when the configuration changes and requires Shader to Update some parameters.
-            * @type {BABYLON.Observable}
             */
             this.onUpdateParameters = new BABYLON.Observable();
         }
@@ -49242,7 +49193,6 @@ var BABYLON;
             this.triggerOptions = triggerOptions;
             /**
             * An event triggered prior to action being executed.
-            * @type Observable
             */
             this.onBeforeExecuteObservable = new BABYLON.Observable();
             if (triggerOptions.parameter) {
@@ -50475,7 +50425,6 @@ var BABYLON;
             this.isPickable = false;
             /**
             * An event triggered when the manager is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             this._vertexBuffers = {};
@@ -59433,27 +59382,22 @@ var BABYLON;
             // Events
             /**
             * An event triggered when the texture is unbind.
-            * @type {BABYLON.Observable}
             */
             _this.onBeforeBindObservable = new BABYLON.Observable();
             /**
             * An event triggered when the texture is unbind.
-            * @type {BABYLON.Observable}
             */
             _this.onAfterUnbindObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering the texture
-            * @type {BABYLON.Observable}
             */
             _this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the texture
-            * @type {BABYLON.Observable}
             */
             _this.onAfterRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after the texture clear
-            * @type {BABYLON.Observable}
             */
             _this.onClearObservable = new BABYLON.Observable();
             _this._currentRefreshId = -1;
@@ -61025,27 +60969,22 @@ var BABYLON;
             // Events
             /**
             * An event triggered when the postprocess is activated.
-            * @type {BABYLON.Observable}
             */
             this.onActivateObservable = new BABYLON.Observable();
             /**
             * An event triggered when the postprocess changes its size.
-            * @type {BABYLON.Observable}
             */
             this.onSizeChangedObservable = new BABYLON.Observable();
             /**
             * An event triggered when the postprocess applies its effect.
-            * @type {BABYLON.Observable}
             */
             this.onApplyObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering the postprocess
-            * @type {BABYLON.Observable}
             */
             this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the postprocess
-            * @type {BABYLON.Observable}
             */
             this.onAfterRenderObservable = new BABYLON.Observable();
             if (camera != null) {
@@ -68783,57 +68722,47 @@ var BABYLON;
             // Members
             /**
             * The PassPostProcess id in the pipeline that contains the original scene color
-            * @type {string}
             */
             _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
             /**
             * The SSAO PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAORenderEffect = "SSAORenderEffect";
             /**
             * The horizontal blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
             /**
             * The vertical blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
             /**
             * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
-            * @type {string}
             */
             _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
             /**
             * The output strength of the SSAO post-process. Default value is 1.0.
-            * @type {number}
             */
             _this.totalStrength = 1.0;
             /**
             * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
-            * @type {number}
             */
             _this.radius = 0.0001;
             /**
             * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
             * Must not be equal to fallOff and superior to fallOff.
             * Default value is 0.975
-            * @type {number}
             */
             _this.area = 0.0075;
             /**
             * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
             * Must not be equal to area and inferior to area.
             * Default value is 0.0
-            * @type {number}
             */
             _this.fallOff = 0.000001;
             /**
             * The base color of the SSAO post-process
             * The final result is "base + ssao" between [0, 1]
-            * @type {number}
             */
             _this.base = 0.5;
             _this._firstUpdate = true;
@@ -69012,63 +68941,51 @@ var BABYLON;
             // Members
             /**
             * The PassPostProcess id in the pipeline that contains the original scene color
-            * @type {string}
             */
             _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
             /**
             * The SSAO PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAORenderEffect = "SSAORenderEffect";
             /**
             * The horizontal blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
             /**
             * The vertical blur PostProcess id in the pipeline
-            * @type {string}
             */
             _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
             /**
             * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
-            * @type {string}
             */
             _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
             /**
             * The output strength of the SSAO post-process. Default value is 1.0.
-            * @type {number}
             */
             _this.totalStrength = 1.0;
             /**
             * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
-            * @type {number}
             */
             _this.maxZ = 100.0;
             /**
             * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
-            * @type {number}
             */
             _this.minZAspect = 0.2;
             /**
             * Number of samples used for the SSAO calculations. Default value is 8
-            * @type {number}
             */
             _this._samples = 8;
             /**
             * Are we using bilateral blur ?
-            * @type {boolean}
             */
             _this._expensiveBlur = true;
             /**
             * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
-            * @type {number}
             */
             _this.radius = 2.0;
             /**
             * The base color of the SSAO post-process
             * The final result is "base + ssao" between [0, 1]
-            * @type {number}
             */
             _this.base = 0.1;
             _this._firstUpdate = true;
@@ -69129,7 +69046,6 @@ var BABYLON;
         Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
             /**
             *  Support test.
-            * @type {boolean}
             */
             get: function () {
                 var engine = BABYLON.Engine.LastCreatedEngine;
@@ -69367,17 +69283,14 @@ var BABYLON;
             // - grain texture
             /**
             * The chromatic aberration PostProcess id in the pipeline
-            * @type {string}
             */
             _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
             /**
             * The highlights enhancing PostProcess id in the pipeline
-            * @type {string}
             */
             _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
             /**
             * The depth-of-field PostProcess id in the pipeline
-            * @type {string}
             */
             _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
             _this._scene = scene;
@@ -70801,11 +70714,7 @@ var BABYLON;
     var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldMergePostProcess, _super);
         /**
-<<<<<<< HEAD
-         * Creates a new instance CircleOfConfusionPostProcess
-=======
-         * Creates a new instance of @see DepthOfFieldMergePostProcess
->>>>>>> 70d3435c5f934f0416dfbf106f59fe53aacc8393
+         * Creates a new instance of DepthOfFieldMergePostProcess
          * @param name The name of the effect.
          * @param originalFromInput Post process which's input will be used for the merge.
          * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
@@ -72372,17 +72281,14 @@ var BABYLON;
             _this._screenCoordinates = BABYLON.Vector2.Zero();
             /**
             * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
-            * @type {Vector3}
             */
             _this.customMeshPosition = BABYLON.Vector3.Zero();
             /**
             * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
-            * @type {boolean}
             */
             _this.useCustomMeshPosition = false;
             /**
             * If the post-process should inverse the light scattering direction
-            * @type {boolean}
             */
             _this.invert = true;
             /**
@@ -72391,22 +72297,18 @@ var BABYLON;
             _this.excludedMeshes = new Array();
             /**
             * Controls the overall intensity of the post-process
-            * @type {number}
             */
             _this.exposure = 0.3;
             /**
             * Dissipates each sample's contribution in range [0, 1]
-            * @type {number}
             */
             _this.decay = 0.96815;
             /**
             * Controls the overall intensity of each sample
-            * @type {number}
             */
             _this.weight = 0.58767;
             /**
             * Controls the density of each sample
-            * @type {number}
             */
             _this.density = 0.926;
             scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
@@ -74847,7 +74749,6 @@ var BABYLON;
             // Events
             /**
              * An event triggered before computing the skeleton's matrices
-             * @type {BABYLON.Observable}
              */
             this.onBeforeComputeObservable = new BABYLON.Observable();
             this.bones = [];
@@ -89849,17 +89750,14 @@ var BABYLON;
             // Events
             /**
             * An event triggered when the layer is disposed.
-            * @type {BABYLON.Observable}
             */
             this.onDisposeObservable = new BABYLON.Observable();
             /**
             * An event triggered before rendering the scene
-            * @type {BABYLON.Observable}
             */
             this.onBeforeRenderObservable = new BABYLON.Observable();
             /**
             * An event triggered after rendering the scene
-            * @type {BABYLON.Observable}
             */
             this.onAfterRenderObservable = new BABYLON.Observable();
             this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
@@ -92159,7 +92057,6 @@ var BABYLON;
             _this._fovMultiplier = 1.0;
             /**
              * Enable the FOV adjustment feature controlled by fovMultiplier.
-             * @type {boolean}
              */
             _this.useEquirectangularFOV = false;
             _this._maxSimultaneousLights = 4;

File diff ditekan karena terlalu besar
+ 4 - 4
dist/preview release/gui/babylon.gui.min.js


File diff ditekan karena terlalu besar
+ 4 - 4
dist/preview release/inspector/babylon.inspector.bundle.js


File diff ditekan karena terlalu besar
+ 3 - 3
dist/preview release/inspector/babylon.inspector.min.js


File diff ditekan karena terlalu besar
+ 2 - 2
dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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dist/preview release/loaders/babylon.glTF2FileLoader.min.js


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dist/preview release/loaders/babylon.glTFFileLoader.min.js


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dist/preview release/loaders/babylon.objFileLoader.min.js


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dist/preview release/loaders/babylonjs.loaders.min.js


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dist/preview release/materialsLibrary/babylon.customMaterial.min.js


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dist/preview release/materialsLibrary/babylon.shadowOnlyMaterial.min.js


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dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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dist/preview release/materialsLibrary/babylonjs.materials.min.js


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dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylonjs.postProcess.min.js


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dist/preview release/serializers/babylon.glTF2Serializer.min.js


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dist/preview release/serializers/babylonjs.serializers.min.js


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+ 52 - 52
dist/preview release/viewer/babylon.viewer.js


+ 2 - 6
dist/preview release/viewer/babylon.viewer.max.js

@@ -21742,7 +21742,7 @@ var BABYLON;
     BABYLON.RenderingGroupInfo = RenderingGroupInfo;
     /**
      * Represents a scene to be rendered by the engine.
-     * @see http://doc.babylonjs.com/page.php?p=21911
+     * @see http://doc.babylonjs.com/features/scene
      */
     var Scene = /** @class */ (function () {
         /**
@@ -70917,11 +70917,7 @@ var BABYLON;
     var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldMergePostProcess, _super);
         /**
-<<<<<<< HEAD
-         * Creates a new instance CircleOfConfusionPostProcess
-=======
-         * Creates a new instance of @see DepthOfFieldMergePostProcess
->>>>>>> 70d3435c5f934f0416dfbf106f59fe53aacc8393
+         * Creates a new instance of DepthOfFieldMergePostProcess
          * @param name The name of the effect.
          * @param originalFromInput Post process which's input will be used for the merge.
          * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.

+ 0 - 8
gui/src/controls/control.ts

@@ -69,49 +69,41 @@ module BABYLON.GUI {
 
         /**
         * An event triggered when the pointer move over the control.
-        * @type {BABYLON.Observable}
         */
         public onPointerMoveObservable = new Observable<Vector2>();
 
         /**
         * An event triggered when the pointer move out of the control.
-        * @type {BABYLON.Observable}
         */
         public onPointerOutObservable = new Observable<Control>();
 
         /**
         * An event triggered when the pointer taps the control
-        * @type {BABYLON.Observable}
         */
         public onPointerDownObservable = new Observable<Vector2WithInfo>();
 
         /**
         * An event triggered when pointer up
-        * @type {BABYLON.Observable}
         */
         public onPointerUpObservable = new Observable<Vector2WithInfo>();
 
         /**
         * An event triggered when a control is clicked on
-        * @type {BABYLON.Observable}
         */
         public onPointerClickObservable = new Observable<Vector2WithInfo>();
 
         /**
         * An event triggered when pointer enters the control
-        * @type {BABYLON.Observable}
         */
         public onPointerEnterObservable = new Observable<Control>();
 
         /**
         * An event triggered when the control is marked as dirty
-        * @type {BABYLON.Observable}
         */
         public onDirtyObservable = new Observable<Control>();
 
         /**
        * An event triggered after the control is drawn
-       * @type {BABYLON.Observable}
        */
         public onAfterDrawObservable = new Observable<Control>();
 

+ 0 - 2
gui/src/controls/textBlock.ts

@@ -14,13 +14,11 @@ module BABYLON.GUI {
         private _outlineColor: string = "white";
         /**
         * An event triggered after the text is changed
-        * @type {BABYLON.Observable}
         */
         public onTextChangedObservable = new Observable<TextBlock>();
 
         /**
         * An event triggered after the text was broken up into lines
-        * @type {BABYLON.Observable}
         */
         public onLinesReadyObservable = new Observable<TextBlock>();
 

+ 0 - 1
src/Actions/babylon.action.ts

@@ -22,7 +22,6 @@
 
         /**
         * An event triggered prior to action being executed.
-        * @type Observable
         */
         public onBeforeExecuteObservable = new Observable<Action>();
 

+ 0 - 1
src/Bones/babylon.skeleton.ts

@@ -31,7 +31,6 @@
         // Events
         /**
          * An event triggered before computing the skeleton's matrices
-         * @type {BABYLON.Observable}
          */
         public onBeforeComputeObservable = new Observable<Skeleton>();
 

+ 0 - 3
src/Layer/babylon.layer.ts

@@ -20,7 +20,6 @@
 
         /**
         * An event triggered when the layer is disposed.
-        * @type {BABYLON.Observable}
         */
         public onDisposeObservable = new Observable<Layer>();
 
@@ -34,7 +33,6 @@
 
         /**
         * An event triggered before rendering the scene
-        * @type {BABYLON.Observable}
         */
         public onBeforeRenderObservable = new Observable<Layer>();
 
@@ -48,7 +46,6 @@
 
         /**
         * An event triggered after rendering the scene
-        * @type {BABYLON.Observable}
         */
         public onAfterRenderObservable = new Observable<Layer>();
 

+ 0 - 1
src/Materials/Background/babylon.backgroundMaterial.ts

@@ -354,7 +354,6 @@
 
         /**
          * Enable the FOV adjustment feature controlled by fovMultiplier.
-         * @type {boolean}
          */
         public useEquirectangularFOV: boolean = false;
 

+ 0 - 1
src/Materials/Textures/babylon.baseTexture.ts

@@ -137,7 +137,6 @@
 
         /**
         * An event triggered when the texture is disposed.
-        * @type {BABYLON.Observable}
         */
         public onDisposeObservable = new Observable<BaseTexture>();
 

+ 0 - 5
src/Materials/Textures/babylon.renderTargetTexture.ts

@@ -43,13 +43,11 @@
 
         /**
         * An event triggered when the texture is unbind.
-        * @type {BABYLON.Observable}
         */
         public onBeforeBindObservable = new Observable<RenderTargetTexture>();
 
         /**
         * An event triggered when the texture is unbind.
-        * @type {BABYLON.Observable}
         */
         public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
 
@@ -63,7 +61,6 @@
 
         /**
         * An event triggered before rendering the texture
-        * @type {BABYLON.Observable}
         */
         public onBeforeRenderObservable = new Observable<number>();
 
@@ -77,7 +74,6 @@
 
         /**
         * An event triggered after rendering the texture
-        * @type {BABYLON.Observable}
         */
         public onAfterRenderObservable = new Observable<number>();
 
@@ -91,7 +87,6 @@
 
         /**
         * An event triggered after the texture clear
-        * @type {BABYLON.Observable}
         */
         public onClearObservable = new Observable<Engine>();
 

+ 0 - 1
src/Materials/babylon.imageProcessingConfiguration.ts

@@ -298,7 +298,6 @@ module BABYLON {
 
         /**
         * An event triggered when the configuration changes and requires Shader to Update some parameters.
-        * @type {BABYLON.Observable}
         */
         public onUpdateParameters = new Observable<ImageProcessingConfiguration>();
 

+ 0 - 5
src/Materials/babylon.material.ts

@@ -493,13 +493,11 @@
 
         /**
         * An event triggered when the material is disposed.
-        * @type {BABYLON.Observable}
         */
         public onDisposeObservable = new Observable<Material>();
 
         /**
          * An observer which watches for dispose events.
-         * @type {BABYLON.Observer}
          */
         private _onDisposeObserver: Nullable<Observer<Material>>;
 
@@ -515,13 +513,11 @@
 
         /**
         * An event triggered when the material is bound.
-        * @type {BABYLON.Observable}
         */
         public onBindObservable = new Observable<AbstractMesh>();
 
         /**
          * An observer which watches for bind events.
-         * @type {BABYLON.Observer}
          */
         private _onBindObserver: Nullable<Observer<AbstractMesh>>;
 
@@ -537,7 +533,6 @@
 
         /**
         * An event triggered when the material is unbound.
-        * @type {BABYLON.Observable}
         */
         public onUnBindObservable = new Observable<Material>();
 

+ 0 - 4
src/Mesh/babylon.abstractMesh.ts

@@ -118,7 +118,6 @@
 
         /**
         * An event triggered when this mesh collides with another one
-        * @type {BABYLON.Observable}
         */
         public onCollideObservable = new Observable<AbstractMesh>();
 
@@ -132,7 +131,6 @@
 
         /**
         * An event triggered when the collision's position changes
-        * @type {BABYLON.Observable}
         */
         public onCollisionPositionChangeObservable = new Observable<Vector3>();
 
@@ -146,7 +144,6 @@
 
         /**
         * An event triggered when material is changed
-        * @type {BABYLON.Observable}
         */
         public onMaterialChangedObservable = new Observable<AbstractMesh>();
 
@@ -367,7 +364,6 @@
 
         /**
          * This scene's action manager
-         * @type {BABYLON.ActionManager}
         */
         public actionManager: Nullable<ActionManager> = null;
 

+ 0 - 3
src/Mesh/babylon.mesh.ts

@@ -68,19 +68,16 @@
 
         /**
          * An event triggered before rendering the mesh
-         * @type {BABYLON.Observable}
          */
         public onBeforeRenderObservable = new Observable<Mesh>();
 
         /**
         * An event triggered after rendering the mesh
-        * @type {BABYLON.Observable}
         */
         public onAfterRenderObservable = new Observable<Mesh>();
 
         /**
         * An event triggered before drawing the mesh
-        * @type {BABYLON.Observable}
         */
         public onBeforeDrawObservable = new Observable<Mesh>();
 

+ 0 - 1
src/Mesh/babylon.transformNode.ts

@@ -51,7 +51,6 @@ module BABYLON {
 
         /**
         * An event triggered after the world matrix is updated
-        * @type {BABYLON.Observable}
         */
         public onAfterWorldMatrixUpdateObservable = new Observable<TransformNode>();
 

+ 0 - 3
src/PostProcess/RenderPipeline/Pipelines/babylon.lensRenderingPipeline.ts

@@ -21,17 +21,14 @@ module BABYLON {
 
         /**
         * The chromatic aberration PostProcess id in the pipeline
-        * @type {string}
         */
         public LensChromaticAberrationEffect: string = "LensChromaticAberrationEffect";
         /**
         * The highlights enhancing PostProcess id in the pipeline
-        * @type {string}
         */
         public HighlightsEnhancingEffect: string = "HighlightsEnhancingEffect";
         /**
         * The depth-of-field PostProcess id in the pipeline
-        * @type {string}
         */
         public LensDepthOfFieldEffect: string = "LensDepthOfFieldEffect";
 

+ 0 - 15
src/PostProcess/RenderPipeline/Pipelines/babylon.ssao2RenderingPipeline.ts

@@ -4,67 +4,56 @@
 
         /**
         * The PassPostProcess id in the pipeline that contains the original scene color
-        * @type {string}
         */
         public SSAOOriginalSceneColorEffect: string = "SSAOOriginalSceneColorEffect";
         /**
         * The SSAO PostProcess id in the pipeline
-        * @type {string}
         */
         public SSAORenderEffect: string = "SSAORenderEffect";
         /**
         * The horizontal blur PostProcess id in the pipeline
-        * @type {string}
         */
         public SSAOBlurHRenderEffect: string = "SSAOBlurHRenderEffect";
         /**
         * The vertical blur PostProcess id in the pipeline
-        * @type {string}
         */
         public SSAOBlurVRenderEffect: string = "SSAOBlurVRenderEffect";
         /**
         * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
-        * @type {string}
         */
         public SSAOCombineRenderEffect: string = "SSAOCombineRenderEffect";
 
         /**
         * The output strength of the SSAO post-process. Default value is 1.0.
-        * @type {number}
         */
         @serialize()
         public totalStrength: number = 1.0;
 
         /**
         * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
-        * @type {number}
         */
         @serialize()
         public maxZ: number = 100.0;
 
         /**
         * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
-        * @type {number}
         */
         @serialize()
         public minZAspect: number = 0.2;
 
         /**
         * Number of samples used for the SSAO calculations. Default value is 8
-        * @type {number}
         */
         @serialize("samples")
         private _samples: number = 8;
 
         /**
         * Dynamically generated sphere sampler.
-        * @type {number[]}
         */
         private _sampleSphere: number[];
 
         /**
         * Blur filter offsets
-        * @type {number[]}
         */
         private _samplerOffsets: number[];
 
@@ -82,7 +71,6 @@
 
         /**
         * Are we using bilateral blur ?
-        * @type {boolean}
         */
         @serialize("expensiveBlur")
         private _expensiveBlur: boolean = true;
@@ -101,7 +89,6 @@
 
         /**
         * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
-        * @type {number}
         */
         @serialize()
         public radius: number = 2.0;
@@ -109,14 +96,12 @@
         /**
         * The base color of the SSAO post-process
         * The final result is "base + ssao" between [0, 1]
-        * @type {number}
         */
         @serialize()
         public base: number = 0.1;
 
         /**
         *  Support test.
-        * @type {boolean}
         */
         public static get IsSupported(): boolean {
             var engine = Engine.LastCreatedEngine;

+ 0 - 10
src/PostProcess/RenderPipeline/Pipelines/babylon.ssaoRenderingPipeline.ts

@@ -4,40 +4,33 @@
 
         /**
         * The PassPostProcess id in the pipeline that contains the original scene color
-        * @type {string}
         */
         public SSAOOriginalSceneColorEffect: string = "SSAOOriginalSceneColorEffect";
         /**
         * The SSAO PostProcess id in the pipeline
-        * @type {string}
         */
         public SSAORenderEffect: string = "SSAORenderEffect";
         /**
         * The horizontal blur PostProcess id in the pipeline
-        * @type {string}
         */
         public SSAOBlurHRenderEffect: string = "SSAOBlurHRenderEffect";
         /**
         * The vertical blur PostProcess id in the pipeline
-        * @type {string}
         */
         public SSAOBlurVRenderEffect: string = "SSAOBlurVRenderEffect";
         /**
         * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
-        * @type {string}
         */
         public SSAOCombineRenderEffect: string = "SSAOCombineRenderEffect";
 
         /**
         * The output strength of the SSAO post-process. Default value is 1.0.
-        * @type {number}
         */
         @serialize()
         public totalStrength: number = 1.0;
 
         /**
         * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
-        * @type {number}
         */
         @serialize()
         public radius: number = 0.0001;
@@ -46,7 +39,6 @@
         * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
         * Must not be equal to fallOff and superior to fallOff.
         * Default value is 0.975
-        * @type {number}
         */
         @serialize()
         public area: number = 0.0075;
@@ -55,7 +47,6 @@
         * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
         * Must not be equal to area and inferior to area.
         * Default value is 0.0
-        * @type {number}
         */
         @serialize()
         public fallOff: number = 0.000001;
@@ -63,7 +54,6 @@
         /**
         * The base color of the SSAO post-process
         * The final result is "base + ssao" between [0, 1]
-        * @type {number}
         */
         @serialize()
         public base: number = 0.5;

+ 0 - 5
src/PostProcess/babylon.postProcess.ts

@@ -99,7 +99,6 @@
 
         /**
         * An event triggered when the postprocess is activated.
-        * @type {BABYLON.Observable}
         */
         public onActivateObservable = new Observable<Camera>();
 
@@ -118,7 +117,6 @@
 
         /**
         * An event triggered when the postprocess changes its size.
-        * @type {BABYLON.Observable}
         */
         public onSizeChangedObservable = new Observable<PostProcess>();
 
@@ -135,7 +133,6 @@
 
         /**
         * An event triggered when the postprocess applies its effect.
-        * @type {BABYLON.Observable}
         */
         public onApplyObservable = new Observable<Effect>();
 
@@ -152,7 +149,6 @@
 
         /**
         * An event triggered before rendering the postprocess
-        * @type {BABYLON.Observable}
         */
         public onBeforeRenderObservable = new Observable<Effect>();
 
@@ -169,7 +165,6 @@
 
         /**
         * An event triggered after rendering the postprocess
-        * @type {BABYLON.Observable}
         */
         public onAfterRenderObservable = new Observable<Effect>();
 

+ 0 - 9
src/PostProcess/babylon.volumetricLightScatteringPostProcess.ts

@@ -10,34 +10,29 @@
 
         /**
         * If not undefined, the mesh position is computed from the attached node position
-        * @type {{position: Vector3}}
         */
         public attachedNode: { position: Vector3 };
 
         /**
         * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
-        * @type {Vector3}
         */
         @serializeAsVector3()
         public customMeshPosition: Vector3 = Vector3.Zero();
 
         /**
         * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
-        * @type {boolean}
         */
         @serialize()
         public useCustomMeshPosition: boolean = false;
 
         /**
         * If the post-process should inverse the light scattering direction
-        * @type {boolean}
         */
         @serialize()
         public invert: boolean = true;
 
         /**
         * The internal mesh used by the post-process
-        * @type {boolean}
         */
         @serializeAsMeshReference()
         public mesh: Mesh;
@@ -60,28 +55,24 @@
 
         /**
         * Controls the overall intensity of the post-process
-        * @type {number}
         */
         @serialize()
         public exposure = 0.3;
 
         /**
         * Dissipates each sample's contribution in range [0, 1]
-        * @type {number}
         */
         @serialize()
         public decay = 0.96815;
 
         /**
         * Controls the overall intensity of each sample
-        * @type {number}
         */
         @serialize()
         public weight = 0.58767;
 
         /**
         * Controls the density of each sample
-        * @type {number}
         */
         @serialize()
         public density = 0.926;

+ 0 - 1
src/Sprites/babylon.spriteManager.ts

@@ -10,7 +10,6 @@
 
         /**
         * An event triggered when the manager is disposed.
-        * @type {BABYLON.Observable}
         */
         public onDisposeObservable = new Observable<SpriteManager>();
 

+ 1 - 0
src/Tools/babylon.observable.ts

@@ -140,6 +140,7 @@
 
     /**
      * The Observable class is a simple implementation of the Observable pattern.
+     * 
      * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
      * This enable a more fine grained execution without having to rely on multiple different Observable objects.
      * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).

+ 0 - 1
src/babylon.node.ts

@@ -134,7 +134,6 @@
 
         /**
         * An event triggered when the mesh is disposed
-        * @type {BABYLON.Observable}
         */
         public onDisposeObservable = new Observable<Node>();
 

+ 1 - 38
src/babylon.scene.ts

@@ -92,7 +92,7 @@
 
     /**
      * Represents a scene to be rendered by the engine.
-     * @see http://doc.babylonjs.com/page.php?p=21911
+     * @see http://doc.babylonjs.com/features/scene
      */
     export class Scene implements IAnimatable {
         // Statics
@@ -223,7 +223,6 @@
 
         /**
         * An event triggered when the scene is disposed.
-        * @type {BABYLON.Observable}
         */
         public onDisposeObservable = new Observable<Scene>();
 
@@ -238,7 +237,6 @@
 
         /**
         * An event triggered before rendering the scene (right after animations and physics)
-        * @type {BABYLON.Observable}
         */
         public onBeforeRenderObservable = new Observable<Scene>();
 
@@ -255,7 +253,6 @@
 
         /**
         * An event triggered after rendering the scene
-        * @type {BABYLON.Observable}
         */
         public onAfterRenderObservable = new Observable<Scene>();
 
@@ -273,49 +270,41 @@
 
         /**
         * An event triggered before animating the scene
-        * @type {BABYLON.Observable}
         */
         public onBeforeAnimationsObservable = new Observable<Scene>();
 
         /**
         * An event triggered after animations processing
-        * @type {BABYLON.Observable}
         */
         public onAfterAnimationsObservable = new Observable<Scene>();
 
         /**
         * An event triggered before draw calls are ready to be sent
-        * @type {BABYLON.Observable}
         */
         public onBeforeDrawPhaseObservable = new Observable<Scene>();
 
         /**
         * An event triggered after draw calls have been sent
-        * @type {BABYLON.Observable}
         */
         public onAfterDrawPhaseObservable = new Observable<Scene>();
 
         /**
         * An event triggered when physic simulation is about to be run
-        * @type {BABYLON.Observable}
         */
         public onBeforePhysicsObservable = new Observable<Scene>();
 
         /**
         * An event triggered when physic simulation has been done
-        * @type {BABYLON.Observable}
         */
         public onAfterPhysicsObservable = new Observable<Scene>();
 
         /**
         * An event triggered when the scene is ready
-        * @type {BABYLON.Observable}
         */
         public onReadyObservable = new Observable<Scene>();
 
         /**
         * An event triggered before rendering a camera
-        * @type {BABYLON.Observable}
         */
         public onBeforeCameraRenderObservable = new Observable<Camera>();
 
@@ -330,7 +319,6 @@
 
         /**
         * An event triggered after rendering a camera
-        * @type {BABYLON.Observable}
         */
         public onAfterCameraRenderObservable = new Observable<Camera>();
 
@@ -344,133 +332,112 @@
 
         /**
         * An event triggered when active meshes evaluation is about to start
-        * @type {BABYLON.Observable}
         */
         public onBeforeActiveMeshesEvaluationObservable = new Observable<Scene>();
 
         /**
         * An event triggered when active meshes evaluation is done
-        * @type {BABYLON.Observable}
         */
         public onAfterActiveMeshesEvaluationObservable = new Observable<Scene>();
 
         /**
         * An event triggered when particles rendering is about to start
         * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
-        * @type {BABYLON.Observable}
         */
         public onBeforeParticlesRenderingObservable = new Observable<Scene>();
 
         /**
         * An event triggered when particles rendering is done
         * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
-        * @type {BABYLON.Observable}
         */
         public onAfterParticlesRenderingObservable = new Observable<Scene>();
 
         /**
         * An event triggered when sprites rendering is about to start
         * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
-        * @type {BABYLON.Observable}
         */
         public onBeforeSpritesRenderingObservable = new Observable<Scene>();
 
         /**
         * An event triggered when sprites rendering is done
         * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
-        * @type {BABYLON.Observable}
         */
         public onAfterSpritesRenderingObservable = new Observable<Scene>();
 
         /**
         * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
-        * @type {BABYLON.Observable}
         */
         public onDataLoadedObservable = new Observable<Scene>();
 
         /**
         * An event triggered when a camera is created
-        * @type {BABYLON.Observable}
         */
         public onNewCameraAddedObservable = new Observable<Camera>();
 
         /**
         * An event triggered when a camera is removed
-        * @type {BABYLON.Observable}
         */
         public onCameraRemovedObservable = new Observable<Camera>();
 
         /**
         * An event triggered when a light is created
-        * @type {BABYLON.Observable}
         */
         public onNewLightAddedObservable = new Observable<Light>();
 
         /**
         * An event triggered when a light is removed
-        * @type {BABYLON.Observable}
         */
         public onLightRemovedObservable = new Observable<Light>();
 
         /**
         * An event triggered when a geometry is created
-        * @type {BABYLON.Observable}
         */
         public onNewGeometryAddedObservable = new Observable<Geometry>();
 
         /**
         * An event triggered when a geometry is removed
-        * @type {BABYLON.Observable}
         */
         public onGeometryRemovedObservable = new Observable<Geometry>();
 
         /**
         * An event triggered when a transform node is created
-        * @type {BABYLON.Observable}
         */
         public onNewTransformNodeAddedObservable = new Observable<TransformNode>();
 
         /**
         * An event triggered when a transform node is removed
-        * @type {BABYLON.Observable}
         */
         public onTransformNodeRemovedObservable = new Observable<TransformNode>();
 
         /**
         * An event triggered when a mesh is created
-        * @type {BABYLON.Observable}
         */
         public onNewMeshAddedObservable = new Observable<AbstractMesh>();
 
         /**
         * An event triggered when a mesh is removed
-        * @type {BABYLON.Observable}
         */
         public onMeshRemovedObservable = new Observable<AbstractMesh>();
 
         /**
         * An event triggered when render targets are about to be rendered
         * Can happen multiple times per frame.
-        * @type {BABYLON.Observable}
         */
         public OnBeforeRenderTargetsRenderObservable = new Observable<Scene>();
 
         /**
         * An event triggered when render targets were rendered.
         * Can happen multiple times per frame.
-        * @type {BABYLON.Observable}
         */
         public OnAfterRenderTargetsRenderObservable = new Observable<Scene>();
 
         /**
         * An event triggered before calculating deterministic simulation step
-        * @type {BABYLON.Observable}
         */
         public onBeforeStepObservable = new Observable<Scene>();
 
         /**
         * An event triggered after calculating deterministic simulation step
-        * @type {BABYLON.Observable}
         */
         public onAfterStepObservable = new Observable<Scene>();
 
@@ -589,7 +556,6 @@
         // Coordinate system
         /**
         * use right-handed coordinate system on this scene.
-        * @type {boolean}
         */
         private _useRightHandedSystem = false;
         public set useRightHandedSystem(value: boolean) {
@@ -652,7 +618,6 @@
         // Lights
         /**
         * is shadow enabled on this scene.
-        * @type {boolean}
         */
         private _shadowsEnabled = true;
         public set shadowsEnabled(value: boolean) {
@@ -668,7 +633,6 @@
 
         /**
         * is light enabled on this scene.
-        * @type {boolean}
         */
         private _lightsEnabled = true;
         public set lightsEnabled(value: boolean) {
@@ -830,7 +794,6 @@
 
         /**
          * This scene's action manager
-         * @type {BABYLON.ActionManager}
         */
         public actionManager: ActionManager;