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@@ -59,6 +59,7 @@
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- Added `boundingBoxRenderer.onResourcesReadyObservable` ([aWeirdo](https://github.com/aWeirdo))
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- Added `boundingBoxRenderer.onResourcesReadyObservable` ([aWeirdo](https://github.com/aWeirdo))
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- Added `copyTools.GenerateBase64StringFromTexture` ([aWeirdo](https://github.com/aWeirdo))
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- Added `copyTools.GenerateBase64StringFromTexture` ([aWeirdo](https://github.com/aWeirdo))
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- Updated `axisScaleGizmo` to follow pointer on drag ([aWeirdo](https://github.com/aWeirdo))
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- Updated `axisScaleGizmo` to follow pointer on drag ([aWeirdo](https://github.com/aWeirdo))
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+- Added manual input for sliders on NME and inspector ([msDestiny14](https://github.com/msDestiny14))
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### Engine
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### Engine
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@@ -80,14 +81,17 @@
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- Can now edit Node port names ([belfortk](https://github.com/belfortk))
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- Can now edit Node port names ([belfortk](https://github.com/belfortk))
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- Updated which node ports are shown on frames by default so that only node ports connected to outside nodes are by default exposed on the frame ([belfortk](https://github.com/belfortk))
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- Updated which node ports are shown on frames by default so that only node ports connected to outside nodes are by default exposed on the frame ([belfortk](https://github.com/belfortk))
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- Added a modulo block ([ageneau](https://github.com/ageneau))
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- Added a modulo block ([ageneau](https://github.com/ageneau))
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-- Fixed bug where frame port labels would be the names of incorrect nodes ([belfortk](https://github.com/belfortk))
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-- Fixed bug where long comments on collapsed frames broke port alignment ([belfortk](https://github.com/belfortk))
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-- Added the `FragCoord` and `ScreenSize` blocks ([Popov72](https://github.com/Popov72))
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-- Particle systems: Added the `ParticlePositionWorld` block ([Popov72](https://github.com/Popov72))
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-- Added isExposedOnFrame property to connection points ([belfortk](https://github.com/belfortk))
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-- Added support for exporting frames ([belfortk](https://github.com/belfortk))
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-- Added support for importing frames and their nodes (unconnected) and exposed frame ports ([belfortk](https://github.com/belfortk))
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-- Added the `rgba` and `a` outputs to the `ReflectionTexture` block ([Popov72](https://github.com/Popov72))
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+- Fix bug where frame port labels would be the names of incorrect nodes ([belfortk](https://github.com/belfortk))
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+- Fix bug where long comments on collapsed frames broke port alignment ([belfortk](https://github.com/belfortk))
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+- Add the `FragCoord` and `ScreenSize` blocks ([Popov72](https://github.com/Popov72))
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+- Particle systems: add the `ParticlePositionWorld` block ([Popov72](https://github.com/Popov72))
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+- Add isExposedOnFrame property to connection points ([belfortk](https://github.com/belfortk))
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+- Add support for exporting frames ([belfortk](https://github.com/belfortk))
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+- Add support for importing frames and their nodes (unconnected) and exposed frame ports ([belfortk](https://github.com/belfortk))
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+- Add the `rgba` and `a` outputs to the `ReflectionTexture` block ([Popov72](https://github.com/Popov72))
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+- Add custom frames to be uploaded into NME for reuse ([msDestiny14](https://github.com/msDestiny14))
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+- Node ports are now serialized for custom frames ([msDestiny14](https://github.com/msDestiny14))
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+- Deleting a collapsed frame will delete all nodes inside it ([msDestiny14](https://github.com/msDestiny14))
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### Inspector
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### Inspector
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@@ -105,6 +109,7 @@
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- Added mesh debug tools to display bone influence weights and bone indices maps. ([Pryme8](https://github.com/Pryme8))
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- Added mesh debug tools to display bone influence weights and bone indices maps. ([Pryme8](https://github.com/Pryme8))
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- Added more functionality and options to the skeleton debug panel. ([Pryme8](https://github.com/Pryme8))
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- Added more functionality and options to the skeleton debug panel. ([Pryme8](https://github.com/Pryme8))
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- Along with bone index it is now possible to select a bone using its name when viewing bone weights ([#9117](https://github.com/BabylonJS/Babylon.js/issues/9117)) ([RaananW](https://github.com/RaananW))
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- Along with bone index it is now possible to select a bone using its name when viewing bone weights ([#9117](https://github.com/BabylonJS/Babylon.js/issues/9117)) ([RaananW](https://github.com/RaananW))
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+- Gradient nodes from NME can now be set to be visible in the inspector ([msDestiny14](https://github.com/msDestiny14))
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### Cameras
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### Cameras
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