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what's new.md

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-- 2.3.0:
-  - **Major updates**
-    - [Sponza demo](http://www.babylonjs.com/Demos/Sponza/)
-    - Support for procedural cube textures [Demo here](http://www.babylonjs.com/Demos/planet/) ([deltakosh](https://github.com/deltakosh))
-    - New UniversalCamera which support keyboard, mouse, touch and gamepad ([davrous](https://github.com/davrous))
-    - Point lights shadow mapping. [Demo here](http://www.babylonjs-playground.com/#LYCSQ#12) ([deltakosh](https://github.com/deltakosh))
-    - Introducing [Materials Library](https://github.com/BabylonJS/Babylon.js/tree/master/materialsLibrary) ([deltakosh](https://github.com/deltakosh))
-      - Water material: http://doc.babylonjs.com/extensions/Water. [Demo here](http://www.babylonjs.com/Demos/WaterMaterial/) ([julien-moreau](https://github.com/julien-moreau))
-      - Fire material: http://doc.babylonjs.com/extensions/fire. [Demo here](http://www.babylonjs.com/Demos/FireMaterial/) ([julien-moreau](https://github.com/julien-moreau))
-      - Normal material: http://doc.babylonjs.com/extensions/normal ([temechon](https://github.com/temechon))
-      - Lava Material: http://doc.babylonjs.com/extensions/lava ([temechon](https://github.com/temechon))
-      - PBR Material: http://doc.babylonjs.com/extensions/pbr ([deltakosh](https://github.com/deltakosh))   
-      - Fur Material: http://doc.babylonjs.com/extensions/Fur. [Demo here](http://www.babylonjs.com/Demos/Fur/) ([julien-moreau](https://github.com/julien-moreau))
-    - Introducing [Procedural textures Library](https://github.com/BabylonJS/Babylon.js/tree/master/proceduralTexturesLibrary) ([meulta](https://github.com/meulta)
-    - New cache mechanism for StandardMaterial ([deltakosh](https://github.com/deltakosh))
-    - New Solid Particle System [Demo here](http://www.babylonjs.com/Demos/SPS/) ([jerome](https://github.com/jbousquie))
-    - New `StandardMaterial.lightmapTexture` which can be controlled with `StandardMaterial.useLightmapAsShadowMap` ([deltakosh](https://github.com/deltakosh))
-    - Support for reflection probes. [See documentation here](http://doc.babylonjs.com/tutorials/How_to_use_Reflection_probes) ([deltakosh](https://github.com/deltakosh))
-    - New serializers [folder](https://github.com/BabylonJS/Babylon.js/serializers) to host .babylon serializers ([deltakosh](https://github.com/deltakosh))
-      - New .obj serializer ([BitOfGold](https://github.com/BitOfGold))
-    - Sprites now can be [picked](http://www.babylonjs-playground.com/#1XMVZW#4) and can use [actions](http://www.babylonjs-playground.com/#9RUHH#4) ([deltakosh](https://github.com/deltakosh))
-    - New `Mesh.CreatePolyhedron()` method ([jerome](https://github.com/jbousquie))
-    - New `Mesh.CreateIcoSphere()` method [Demo here](http://www.babylonjs-playground.com/#24DUYD) (G'kar)
-    - Introducing [babylon.core.js](http://doc.babylonjs.com/generals/Framework_versions) ([deltakosh](https://github.com/deltakosh))
-    - Introducing AnimationRanges for Skeletons and Animations ([deltakosh](https://github.com/deltakosh))
-      - Added parsing / serialization, copying between similar skeletons & better deletion ([Palmer-JC](https://github.com/Palmer-JC))
-      - Expanded AnimationRanges for Nodes (Mesh, Lights, Cameras) ([Palmer-JC](https://github.com/Palmer-JC))
-      - Support for added to Blender Exporter ([Palmer-JC](https://github.com/Palmer-JC))
-    - Support for glTF files [loader](https://github.com/BabylonJS/Babylon.js/tree/master/loaders/glTF) ([julien-moreau](https://github.com/julien-moreau))
+- 2.4.0:
+  - **Major updates**    
+    - New refraction channel for Standard material (including fresnel support). Refraction texture can be provided by a reflection probe or a refraction texture. [See demo here](http://www.babylonjs.com/Demos/refraction/) ([deltakosh](https://github.com/deltakosh))
+    - Added support for HDR cubemaps. [demo here](http://www.babylonjs-playground.com/#19JGPR#4) ([sebavan](https://github.com/sebavan))
+    - Support for shaders includes ([deltakosh](https://github.com/deltakosh))
+    - New mesh type : `LineSystem`. [Demo here](http://www.babylonjs-playground.com/#2K1IS4#5) ([jerome](https://github.com/jbousquie))
+    - SerializationHelper for complex classes using TypeScript decorators ([deltakosh](https://github.com/deltakosh))
+    - StandardMaterial now supports Parallax and Parallax Occlusion Mapping ([tutorial](http://doc.babylonjs.com/tutorials/Using_parallax_mapping)) ([nockawa](https://github.com/nockawa))
+    - Animations blending. See [demo here](http://www.babylonjs-playground.com/#2BLI9T#3). More [info here](http://doc.babylonjs.com/tutorials/Animations#animation-blending) ([deltakosh](https://github.com/deltakosh))
+    - New debuger tool: SkeletonViewer. See [demo here](http://www.babylonjs-playground.com/#1BZJVJ#8) (Adam & [deltakosh](https://github.com/deltakosh))
+    - Added Camera Inputs Manager to manage camera inputs (mouse, touch, keyboard, gamepad, ...) in a composable way, without relying on class inheritance. [Documentation here](http://doc.babylonjs.com/tutorials/Customizing_Camera_Inputs) ([gleborgne](https://github.com/gleborgne))
+    - Introduced new observable system to handle events. [Documentation here](http://doc.babylonjs.com/overviews/Observables) ([nockawa](https://github.com/nockawa), [deltakosh](https://github.com/deltakosh))
+    - Added a new VR camera : VRDeviceOrientationArcRotateCamera ([temechon](https://github.com/Temechon))
+    - Moved PBR Material to core ([deltakosh](https://github.com/deltakosh))
+    - StandardMaterial.maxSimultaneousLights can define how many dynamic lights the material can handle. [Demo here](http://www.babylonjs-playground.com/#IRVAX#10) ([deltakosh](https://github.com/deltakosh))
+    - Introduced Canvas2D feature: a 2D engine to render primitives, sprites in 2D, text. Canvas2D can be displayed in Screen Space (above the 3D scene) or in World Space to be a part of the Scene. [overview](http://doc.babylonjs.com/overviews/Using_The_Canvas2D), [tutorial](http://doc.babylonjs.com/tutorials/Using_the_Canvas2D) ([nockawa](https://github.com/nockawa))
+    - Added two new types of Texture: FontTexture and MapTexture ([quick doc](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
+    - Added a dynamic [2D Bin Packing Algorithm](http://stackoverflow.com/questions/8762569/how-is-2d-bin-packing-achieved-programmatically), ([more info here](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
+    - Physics engine was completely rewritten, including both plugins for Oimo.js and Cannon.js. [overview](http://doc.babylonjs.com/overviews/Using_The_Physics_Engine) ([RaananW](https://github.com/RaananW))
+    - Interleaved buffers are now directly supported. Create a `Buffer` object and then use `buffer.createVertexBuffer` to specify the vertex buffers ([benaadams](https://github.com/benaadams)) 
+    - Vertex buffers can be marked as instanced to allow custom instancing attributes ([benaadams](https://github.com/benaadams)) 
+    - Mesh can have `overridenInstanceCount` set to specify the number of meshes to draw when custom instancing is used ([benaadams](https://github.com/benaadams)) 
+    - Now supporting the [Earcut](https://github.com/mapbox/earcut) polygon triangulation library as part of babylon.js library. (Look for the `Earcut` module). The `PolygonMeshBuilder` class now relies on Earcut. ([nockawa](https://github.com/nockawa))	
   - **Updates**
-    - Audio files are now saved for offline access ([davrous](https://github.com/davrous))
-    - New `CubeTexture.CreateFromImages()` ([deltakosh](https://github.com/deltakosh))
-    - Bounding info can be locked and updated (`bb.isLocked` and `bb.update()`) ([deltakosh](https://github.com/deltakosh))
-    - 2D layers now have a scale and offset properties ([deltakosh](https://github.com/deltakosh))
-    - TouchCamera can now fallback to regular mouse/keyboard controls ([deltakosh](https://github.com/deltakosh))
-    - Added ability to skip current prepared Action to next active Action (chained by Action.then(Action)) ([vouskprod](http://www.github.com/vousk)) 
-    - Added new event triggers `ActionManager.OnLongPressTrigger` and `ActionManager.OnPickDownTrigger` ([vouskprod](http://www.github.com/vousk)) 
-    - new `Mesh.convertToUnIndexedMesh()` to create meshes with no indices (which could be faster when vertex reuse is low and vertex structure is small) ([deltakosh](https://github.com/deltakosh)) 
-    - Unity3D exporter will recognise instances of prefabs ([ozRocker](https://github.com/punkoffice))
-    - New parse mechanism (for loading .babylon file) ([deltakosh](https://github.com/deltakosh))   
-    - New button to log the camera position in the debug layer ([temechon](https://github.com/temechon))
-    - Shader files (fragment and vertex) can now be specified via direct URL ([vouskprod](http://www.github.com/vousk)) 
-    - Added `Animatable.goToFrame()` ([deltakosh](https://github.com/deltakosh))   
-    - Fixed behavior or `Animation.CreateAndStartAnimation` and added `Animation.CreateMergeAndStartAnimation` to reproduce previous behavior ([deltakosh](https://github.com/deltakosh))
-    - Adding `StandardMaterial.linkEmissiveWithDiffuse` to, well, link emissive with diffuse value. (With)[http://www.babylonjs-playground.com/#2FPUCS#2] and (without)[http://www.babylonjs-playground.com/#2FPUCS#1] ([deltakosh](https://github.com/deltakosh))
-    - Adding support for equi-rectangular mapping. See [demo here](http://www.babylonjs-playground.com/#27FN5R#12) ([deltakosh](https://github.com/deltakosh))
-    - Sprites and particles scheduler updated to be resolved before transparent objects ([deltakosh](https://github.com/deltakosh))
-    - Added ability to deactivate ArcRotateCamera panning mechanism (by setting panningSensibility to 0) ([vouskprod](http://www.github.com/vousk))    
-    - Added `DirectionalLight.autoUpdateExtends` to prevent directional lights to adapt to scene extends ([deltakosh](https://github.com/deltakosh))
-    - Added a new parameter to `debugLayer.show()` to define root element to use ([deltakosh](https://github.com/deltakosh))
-    - New `MeshBuilder` class used to create all kind of mesh shapes ([deltakosh](https://github.com/deltakosh))
-    - Added `Scene.constantlyUpdateMeshUnderPointer` to improve performance when moving mouse ([deltakosh](https://github.com/deltakosh))
-    - Added `StandardMaterial.disableLighting` ([deltakosh](https://github.com/deltakosh))
-    - Improved reflection shader performance ([deltakosh](https://github.com/deltakosh))
-    - New `Material.sideOrientation` property to define clockwise or counter-clockwise faces selection. [Demo here](http://www.babylonjs-playground.com/#1TZJQY) ([deltakosh](https://github.com/deltakosh))
-    - It is now possible to create a custom loading screen. [PR](https://github.com/BabylonJS/Babylon.js/pull/700) ([RaananW](https://github.com/RaananW))
-    - Per face color and texture feature in `MeshBuilder.CreateCylinder()` ([jerome](https://github.com/jbousquie))
-    - _Arc_ feature in `CreateCylinder`, `CreateSphere`, `CreateTube`, `CreateDisc` and `CreateLathe` ([jerome](https://github.com/jbousquie))
-    - _Slice_ feature in `MeshBuilder.CreateSphere()` ([jerome](https://github.com/jbousquie))
-    - `closed` parameter in `MeshBuilder.CreateLathe()` ([jerome](https://github.com/jbousquie))
-    - `cap` parameter in `MeshBuilder.CreateLathe()` ([jerome](https://github.com/jbousquie))
-    - `diameter`, `hasRings`, `enclose` parameters in `MeshBuilder.CreateCreateCylinder()` ([jerome](https://github.com/jbousquie))
-    - added `getNormalAtCoordinates()` and `getNormalAtCoordinatesToRef()` methods in `MeshBuilder.CreateLathe()` ([jerome](https://github.com/jbousquie))
-    - `Material.dispose()` now removes disposed material from meshes ([deltakosh](https://github.com/deltakosh))
-    - New `Material.getBindedMeshes()` function ([deltakosh](https://github.com/deltakosh))
-    - OimoJS Plugin now uses Quaternions exclusively and calculates body rotations correctly. [PR](https://github.com/BabylonJS/Babylon.js/pull/761) ([RaananW](https://github.com/RaananW))
-    - It is now possible to get the physics engine's body and wolrd objects using the physics engine. [PR](https://github.com/BabylonJS/Babylon.js/pull/761) ([RaananW](https://github.com/RaananW))
-    - new Heightmap Impostor for Cannon.js physics engine. [PR](https://github.com/BabylonJS/Babylon.js/pull/78), [Demo] (http://www.babylonjs-playground.com/#D3LQD#3) ([RaananW](https://github.com/RaananW))
-    - A plane mesh can be created with a source plane (math). [PR](https://github.com/BabylonJS/Babylon.js/pull/779) ([RaananW](https://github.com/RaananW))
-    - AbstractMesh.onPhysicsCollide will be triggered when a physics-enabled mesh collides against another. [PR](https://github.com/BabylonJS/Babylon.js/pull/806) ([RaananW](https://github.com/RaananW))
-    - Added scene onPointerMove public callback. [PR](https://github.com/BabylonJS/Babylon.js/pull/810) ([RaananW](https://github.com/RaananW))
-    - Added streaming support for BABYLON.Sound ([davrous](https://github.com/davrous))
-    - Added collisionsEnabled and workerCollisions for serialization [PR](https://github.com/BabylonJS/Babylon.js/pull/830) ([Dad72](https://github.com/dad72))
-    - Changed from a fixed maximum of bone influencers, 4, to variable, 1-8 ([Palmer-JC](https://github.com/Palmer-JC))
-      - Support for added to Blender Exporter ([Palmer-JC](https://github.com/Palmer-JC))
-    - Float32Arrays can now directly be specified for vertex data attributes, `Mesh.updateVerticesDataDirectly` deprecated ([Palmer-JC](https://github.com/Palmer-JC))
-    - Added panning axis to the ArcRotateCamera [PR](https://github.com/BabylonJS/Babylon.js/pull/913) ([mstdokumaci](https://github.com/mstdokumaci), [RaananW](https://github.com/RaananW))
-    - Added `Tmp` class for internal use in order to improvement the memory management, [jerome](https://github.com/jbousquie))
-    - Added `Scene.swithActiveCamera(newCamera, attachControl)` to go from one camera active to another. ([dad72](https://github.com/dad72)) [PR](https://github.com/BabylonJS/Babylon.js/pull/928)
+    - Added `renderTargetTexture.useCameraPostProcesses` to control postprocesses for render targets ([deltakosh](https://github.com/deltakosh))
+    - Added `mesh.toLefthanded()` to convert a mesh from right handed system ([kesshi](https://github.com/Kesshi))
+    - Renderlists can now also be defined using predicates ([deltakosh](https://github.com/deltakosh))
+    - Added support for various normal maps conventions ([deltakosh](https://github.com/deltakosh))
+    - Added postprocess.enablePixelPerfectMode to avoid texture scaling/stretching when dealing with non-power of 2 resolutions. cannot be used on post-processes chain ([deltakosh](https://github.com/deltakosh))
+    - Enabled other post processes to be used when also using a 3D Rig ([jcpalmer](https://github.com/Palmer-JC))
+    - Got Skeleton.copyAminationRange scaling better for different bone lengths ([jcpalmer](https://github.com/Palmer-JC))
+    - Added skeleton.getBoneIndexByName(boneName: string) ([dad72](https://github.com/dad72))
+    - Added `node._children` to track children hierarchy ([deltakosh](https://github.com/deltakosh))
+    - Added Camera.ForceAttachControlToAlwaysPreventDefault to help embedding Babylon.js in iFrames ([deltakosh](https://github.com/deltakosh))
+    - Support for Layer.alphaTest ([deltakosh](https://github.com/deltakosh))
+    - New scene.pointerDownPredicate, scene.pointerMovePredicate, scene.pointerUpPredicate to define your own predicates for meshes picking selection ([deltakosh](https://github.com/deltakosh))
+    - New OnPickTrigger support for spritesManager ([deltakosh](https://github.com/deltakosh))
+    - New SPS method `digest()` ([jerome](https://github.com/jbousquie))    
+    - New SPS property `computeBoundingBox` ([jerome](https://github.com/jbousquie))  
+    - New SPS particle property `isVisible` ([jerome](https://github.com/jbousquie)) 
+    - Added a new OnPickOut trigger fired when you release the pointer button outside of a mesh or sprite. ([deltakosh](https://github.com/deltakosh))
+    - Added support for OnPointerOver and OnPointerOut for sprites. ([deltakosh](https://github.com/deltakosh))
+    - Added an optional predicate on Node.getDescendants, Node.getChildren to filter out Nodes based on a callback execution. ([nockawa](https://github.com/nockawa))
+    - Added Ray.intersectionPlane & intersectionSegment. ([nockawa](https://github.com/nockawa))
+    - LinesMesh class now supports Intersection. Added the intersectionThreshold property to set a tolerance margin during intersection with wire lines. ([nockawa](https://github.com/nockawa))
+    - Geometry.boundingBias property to enlarge the boundingInfo objects ([nockawa](https://github.com/nockawa))
+    - Tools.ExtractMinAndMax & ExtractMinAndMaxIndexed now supports an optional Bias for Extent computation.
+    - Added StringDictionary<T> class to implement an efficient generic typed string dictionary based on Javascript associative array. ([quick doc](http://www.html5gamedevs.com/topic/22566-be-efficient-my-friend-use-stringdictionary/)) ([nockawa](https://github.com/nockawa))
+    - Added RectanglePackingMap class to fit several rectangles in a big map in the most optimal way, dynamically. ([nockawa](https://github.com/nockawa))
+    - Added DynamicFloatArray class to store float32 based elements of a given size (stride) into one big Float32Array, with allocation/free/pack operations to then access an optimal buffer that can be used to update a WebGLBuffer dynamically.([quick doc](http://www.html5gamedevs.com/topic/22567-dynamicfloatarray-to-the-rescue-for-efficient-instanced-array/)) ([nockawa](https://github.com/nockawa))
+    - Scene.onPointerObservable property added to enable a unique Observable event for user input (see ArcRotateCamera inputs for examples) ([nockawa](https://github.com/nockawa))
+    - Oimo.js updated to the latest version ([RaananW](https://github.com/RaananW))
+    - Added PhysicsImpostor and PhysicsJoint classes  ([RaananW](https://github.com/RaananW))
+    - LensFlareSystem now has both ID and name  ([RaananW](https://github.com/RaananW))
+    - TargetCamera has now a rotationQuaternion variable to can be used to set the camera's rotation  ([RaananW](https://github.com/RaananW))
+    - SSAORenderingPipeline now uses bilateral blur post-processes instead of standard blur post-process, in order to remove more efficiently the "textile effect"
+    - `Engine.updateDynamicVertexBuffer` now has optional count as well as offset to allow partial updates ([benaadams](https://github.com/benaadams)) 
+    - vertex attributes are only disabled if they aren't going to be reeabled by the next draw, to reduce gpu state changes ([benaadams](https://github.com/benaadams)) 
+  - **Exporters**
+    - Unity3D exporter: Added support for lightmaps ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
+    - Unity3D exporter: Added support for export and run (local webserver) ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
+    - Unity exporter now support skeletons ([sebavan](https://github.com/sebavan))
+    - Support for 3dsmax 2017 ([deltakosh](https://github.com/deltakosh))
+    - Added support for up to 8 bones influences per vertex for 3dsmax exporter ([deltakosh](https://github.com/deltakosh))
+    - Added console logging for .babylon file loading & depreciated SceneLoader.Load() in favor of Append() ([jcpalmer](https://github.com/Palmer-JC))
+  - **API doc**
+    - class `SolidParticleSystem` documented ([jerome](https://github.com/jbousquie))
+    - class `MeshBuilder` documented ([jerome](https://github.com/jbousquie))
+    - class `Mesh` documented ([jerome](https://github.com/jbousquie))
   - **Bug fixes**
-    - Fixed IDB for offline support ([davrous](https://github.com/davrous))
-    - Fixed a bug with spherical mapping ([deltakosh](https://github.com/deltakosh)) 
-    - Fixed a bug with clone and createInstance which was forcing the recomputation of bounding boxes ([deltakosh](https://github.com/deltakosh)) 
-    - Fixed a bug with CSG when submeshes are kept ([deltakosh](https://github.com/deltakosh)) 
-    - Fixed a bug with texture coordinates matrices ([deltakosh](https://github.com/deltakosh))
-    - Fixed Sphere texture coordinates generation ([deltakosh](https://github.com/deltakosh))
-    - Fixed a bug with `Mesh.attachToBone` when bone's matrix has a negative determinant ([deltakosh](https://github.com/deltakosh))
-    - Fixed a possible but with the active camera while taking a screenshot. [PR](https://github.com/BabylonJS/Babylon.js/pull/701) ([RaananW](https://github.com/RaananW))
-    - Fixed a bug with worker-collisions and instances. [PR](https://github.com/BabylonJS/Babylon.js/pull/705) ([RaananW](https://github.com/RaananW))
-    - Fixed a bug with removed meshes and geometries from the worker-cache. [PR](https://github.com/BabylonJS/Babylon.js/pull/711) ([RaananW](https://github.com/RaananW))
-    - Fixed `getHeightAtCoordinates()` : brand new ultra fast algorithm, can be used for many objects at once in the render loop now ([jerome](https://github.com/jbousquie))
-    - Fixed `closePath` and `closeArray` ribbon parameter now working back together ([jerome](https://github.com/jbousquie))
-    - Fixed morphing on capped tubes  ([jerome](https://github.com/jbousquie))
-    - Fixed morphing on extruded shapes  ([jerome](https://github.com/jbousquie))
-    - Fixed tube and extruded shape cap light artifact  ([jerome](https://github.com/jbousquie))
-    - Fixed lathe light artifact with dedicated new geometry  ([jerome](https://github.com/jbousquie))
-    - Fixed a bug calculating velocity during collision with gravity enabled. [PR](https://github.com/BabylonJS/Babylon.js/pull/738) ([RaananW](https://github.com/RaananW))
-    - Fixed a bug in instance serialization. [PR](https://github.com/BabylonJS/Babylon.js/pull/726) ([RaananW](https://github.com/RaananW))
-    - Fixed a memory leak with textures ([deltakosh](https://github.com/deltakosh)) 
+    - Fixed bug with billboards and parenting ([deltakosh](https://github.com/deltakosh))
+    - Fixed bug with ArcRotateCamera.setTarget ([deltakosh](https://github.com/deltakosh))
+    - Fixed bug with OBJ Loader - All meshes were concatenated with the previous one ([Temechon](https://github.com/Temechon))
+    - Fixed the device orientation cameras (both VR and non-VR cameras)  ([RaananW](https://github.com/RaananW))
+    - Fixed the WebVR implementation  ([RaananW](https://github.com/RaananW))
+    - `DynamicTexture.clone()` now preserves height in addition to width  ([dahlbyk](https://github.com/dahlbyk))
+    - Fixed missing some parameter default values in `MeshBuilder.CreateGroundFromHeightMap()` and `MeshBuilder.CreateTiledGround()` ([jerome](https://github.com/jbousquie))
+    - Fixed model shape initial red vertex color set to zero not formerly being taken in account in the `SolidParticleSystem` ([jerome](https://github.com/jbousquie))
   - **Breaking changes**
-    - `ActionManager.OnPickTrigger` now acts as a single click/tap and is not raised on drag or swipe anymore. To get the old behavior, `ActionManager.OnPickDownTrigger` should be used instead ([vouskprod](http://www.github.com/vousk)) 
-    - `VertexData.CreateCylinder()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateRibbon()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateBox()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateSphere)` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateTorus()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateTorusKnot()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreatePlane()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateDisc()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateLines()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateDashedLines()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateGround()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateTiledGround()` now supports only the single _options_ parameter ([jerome](https://github.com/jbousquie))
-    - `VertexData.CreateGroundFromHeightMap()` now supports only the single _options_ parameter ([deltakosh](https://github.com/deltakosh))
-    - `Tools.IsExponantOfTwo()` renamed to `Tools.IsExponentOfTwo()` ([deltakosh](https://github.com/deltakosh))
-    - `Tools.GetExponantOfTwo()` renamed to `Tools.GetExponentOfTwo()` ([deltakosh](https://github.com/deltakosh))
-    - Updated Cannon.js plugin to the newest version (0.6.2). New cannon.js must be used. [PR](https://github.com/BabylonJS/Babylon.js/pull/755) ([RaananW](https://github.com/RaananW))
+    - `VertexData.CreateLines()` removed as `MeshBuilder.CreateLines()` now calls `MeshBuilder.CreateLineSystem()`
+    - `scene.onNewXXXAdded` and `scene.onXXXRemoved` callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`
+    - `Material.dispose` does not dispose textures by default. You have to call `material.dispose(false, true)` to get the previous behavior.
+    - `SSAORenderingPipeline.getBlurHPostProcess` and `SSAORenderingPipeline.getBlurVPostProcess`. The SSAO rendering pipeline doesn't use standard blur post-process anymore. A bilateral blur post-process is used instead.
+    - `Engine.bindBuffers` is now `Engine.bindBuffersDirectly` ([benaadams](https://github.com/benaadams))
+    - `Engine.bindMultiBuffers` is now `Engine.bindBuffers` and strongly typed `{ [key: string]: VertexBuffer; }` of buffers ([benaadams](https://github.com/benaadams))
+    - `Engine.createDynamicVertexBuffer` takes vertices rather than capacity, creating and initalizing in one gpu instruction ([benaadams](https://github.com/benaadams)) 
+    - Internally new `Engine.bindBuffer` is used rather than `gl.bindBuffer` which only binds when the bound buffer is changing ([benaadams](https://github.com/benaadams)) 
+    - `DynamicTexture` no longer forces height/width to exponents of 2 if MIP maps are disabled ([dahlbyk](https://github.com/dahlbyk))