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@@ -13,14 +13,14 @@
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- Added [VideoDome](http://doc.babylonjs.com/how_to/360videodome) class to easily support 360 videos. Demo [here](https://www.babylonjs-playground.com/frame.html#1E9JQ8#7) ([DavidHGillen](https://github.com/DavidHGillen))
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- Added [VideoDome](http://doc.babylonjs.com/how_to/360videodome) class to easily support 360 videos. Demo [here](https://www.babylonjs-playground.com/frame.html#1E9JQ8#7) ([DavidHGillen](https://github.com/DavidHGillen))
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- Added [GlowLayer](https://doc.babylonjs.com/how_to/glow_layer) to easily support glow from emissive materials. Demo [here](http://www.babylonjs.com/demos/GlowLayer/) ([sebavan](https://github.com/sebavan))
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- Added [GlowLayer](https://doc.babylonjs.com/how_to/glow_layer) to easily support glow from emissive materials. Demo [here](http://www.babylonjs.com/demos/GlowLayer/) ([sebavan](https://github.com/sebavan))
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- New [AssetContainer](http://doc.babylonjs.com/how_to/how_to_use_assetcontainer) class and loading methods ([trevordev](https://github.com/trevordev))
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- New [AssetContainer](http://doc.babylonjs.com/how_to/how_to_use_assetcontainer) class and loading methods ([trevordev](https://github.com/trevordev))
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-- Added [depth of field](https://www.babylonjs-playground.com/frame.html#8F5HYV#9), sharpening, MSAA, chromatic aberration and grain effect to the default pipeline ([trevordev](https://github.com/trevordev))
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+- Added [depth of field](https://www.babylonjs-playground.com/frame.html#8F5HYV#9), [sharpening, MSAA, chromatic aberration and grain effect](https://www.babylonjs-playground.com/frame.html#Y3C0HQ#144) to the default pipeline ([trevordev](https://github.com/trevordev))
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- Added support for [animation weights](http://doc.babylonjs.com/babylon101/animations#animation-weights). Demo [here](https://www.babylonjs-playground.com/#IQN716#9) ([deltakosh](https://github.com/deltakosh))
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- Added support for [animation weights](http://doc.babylonjs.com/babylon101/animations#animation-weights). Demo [here](https://www.babylonjs-playground.com/#IQN716#9) ([deltakosh](https://github.com/deltakosh))
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- Added [sub emitters for particle system](http://doc.babylonjs.com/babylon101/particles#sub-emitters) which will spawn new particle systems when particles dies. Demo [here](https://www.babylonjs-playground.com/frame.html#9NHBCC#1) ([IbraheemOsama](https://github.com/IbraheemOsama))
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- Added [sub emitters for particle system](http://doc.babylonjs.com/babylon101/particles#sub-emitters) which will spawn new particle systems when particles dies. Demo [here](https://www.babylonjs-playground.com/frame.html#9NHBCC#1) ([IbraheemOsama](https://github.com/IbraheemOsama))
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- New [Babylon.js](http://doc.babylonjs.com/resources/maya) and [glTF](http://doc.babylonjs.com/resources/maya_to_gltf) exporter for Autodesk Maya ([Noalak](https://github.com/Noalak))
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- New [Babylon.js](http://doc.babylonjs.com/resources/maya) and [glTF](http://doc.babylonjs.com/resources/maya_to_gltf) exporter for Autodesk Maya ([Noalak](https://github.com/Noalak))
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- New glTF [serializer](https://github.com/BabylonJS/Babylon.js/tree/master/serializers/src/glTF/2.0). You can now export glTF or glb files directly from a Babylon scene ([kcoley](https://github.com/kcoley))
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- New glTF [serializer](https://github.com/BabylonJS/Babylon.js/tree/master/serializers/src/glTF/2.0). You can now export glTF or glb files directly from a Babylon scene ([kcoley](https://github.com/kcoley))
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- New [glTF exporter](http://doc.babylonjs.com/resources/3dsmax_to_gltf) for Autodesk 3dsmax ([Noalak](https://github.com/Noalak))
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- New [glTF exporter](http://doc.babylonjs.com/resources/3dsmax_to_gltf) for Autodesk 3dsmax ([Noalak](https://github.com/Noalak))
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- Physics - Latest production version of Oimo.js is being used - 1.0.9 ([RaananW](https://github.com/RaananW))
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- Physics - Latest production version of Oimo.js is being used - 1.0.9 ([RaananW](https://github.com/RaananW))
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-- Shadows - Introduces [PCF](https://doc.babylonjs.com/babylon101/shadows#percentage-closer-filtering-webgl2-only) and [PCSS](https://doc.babylonjs.com/babylon101/shadows#contact-hardening-shadow-webgl2-only) support in Webgl 2 ([sebavan](https://github.com/sebavan)))
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+- Introduces [PCF](https://doc.babylonjs.com/babylon101/shadows#percentage-closer-filtering-webgl2-only) and [PCSS](https://doc.babylonjs.com/babylon101/shadows#contact-hardening-shadow-webgl2-only) shadow support in Webgl 2 ([sebavan](https://github.com/sebavan)))
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## Documentation
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## Documentation
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- Tons of functions and classes received the code comments they deserved (All the community)
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- Tons of functions and classes received the code comments they deserved (All the community)
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