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@@ -135,6 +135,8 @@
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- Added customShaderNameResolve to PBRMaterialBase to allow subclasses to specify custom shader information [MackeyK24](https://github.com/mackeyk24))
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- Added PBRCustomMaterial to material library to allow easy subclassing of PBR materials [MackeyK24](https://github.com/mackeyk24))
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- Added `auto-exposure` support in `StandardRenderingPipeline` when `HDR` is enabled ([julien-moreau](https://github.com/julien-moreau))
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+- Add `EquiRectangularCubeTexture` class to enable the usage of browser-canvas supported images as `CubeTexture`'s ([Dennis Dervisis](https://github.com/ddervisis))
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+- Add `EquiRectangularCubeTextureAssetTask` to be able to load `EquiRectangularCubeTextures`s via Asset Manager ([Dennis Dervisis](https://github.com/ddervisis))
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- Added `Matrix.RotationAlignToRef` method to obtain rotation matrix from one vector to another ([sable](https://github.com/thscott))
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- ArcRotateCamera will now cache the necessary matrices when modifying its upVector, instead of calculating them each time they're needed ([sable](https://github.com/thscott))
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@@ -152,8 +154,7 @@
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- Skinned meshes now behave as intended by glTF ([bghgary](https://github.com/bghgary))
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- Skinned meshes now set an override mesh instead of reparenting to the `__root__` transform node
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- Loaded bones are linked with the transform node created for the corresponding glTF node
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-- Add `EquiRectangularCubeTexture` class to enable the usage of browser-canvas supported images as `CubeTexture`'s ([Dennis Dervisis](https://github.com/ddervisis))
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-- Add `EquiRectangularCubeTextureAssetTask` to be able to load `EquiRectangularCubeTextures`s via Asset Manager ([Dennis Dervisis](https://github.com/ddervisis))
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+- Improve load performance by blocking material dirtying during load ([bghgary](https://github.com/bghgary))
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### glTF Serializer
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