Browse Source

First pass - removed all deprecated

David Catuhe 8 years ago
parent
commit
582d21e439

+ 0 - 1
canvas2D/src/Engine/babylon.sprite2d.ts

@@ -268,7 +268,6 @@
          * - origin: define the normalized origin point location, default [0.5;0.5]
          * - spriteSize: the size of the sprite (in pixels) as it is stored in the texture, if null the size of the given texture will be used, default is null.
          * - spriteLocation: the location (in pixels) in the texture of the top/left corner of the Sprite to display, default is null (0,0)
-         * - spriteScaleFactor: DEPRECATED. Old behavior: say you want to display a sprite twice as big as its bitmap which is 64,64, you set the spriteSize to 128,128 and have to set the spriteScaleFactory to 0.5,0.5 in order to address only the 64,64 pixels of the bitmaps. Default is 1,1.
          * - scale9: draw the sprite as a Scale9 sprite, see http://yannickloriot.com/2013/03/9-patch-technique-in-cocos2d/ for more info. x, y, w, z are left, bottom, right, top coordinate of the resizable box
          * - invertY: if true the texture Y will be inverted, default is false.
          * - isVisible: true if the sprite must be visible, false for hidden. Default is true.

File diff suppressed because it is too large
+ 20 - 20
dist/preview release/babylon.core.js


File diff suppressed because it is too large
+ 470 - 573
dist/preview release/babylon.d.ts


File diff suppressed because it is too large
+ 31 - 31
dist/preview release/babylon.js


+ 10 - 185
dist/preview release/babylon.max.js

@@ -10901,14 +10901,6 @@ var BABYLON;
             return results;
         };
         /**
-         * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored.
-         * @Deprecated, legacy support.
-         * use getDecendants instead.
-         */
-        Node.prototype.getChildren = function (predicate) {
-            return this.getDescendants(true, predicate);
-        };
-        /**
          * Get all child-meshes of this node.
          */
         Node.prototype.getChildMeshes = function (directDecendantsOnly, predicate) {
@@ -11741,26 +11733,6 @@ var BABYLON;
             }
         };
         /**
-         *  @Deprecated. Use new RayHelper.show() instead.
-         * */
-        Ray.prototype.show = function (scene, color) {
-            console.warn('Ray.show() has been deprecated.  Use new RayHelper.show() instead.');
-            if (!this._rayHelper) {
-                this._rayHelper = new BABYLON.RayHelper(this);
-            }
-            this._rayHelper.show(scene, color);
-        };
-        /**
-         *  @Deprecated. Use new RayHelper.hide() instead.
-         * */
-        Ray.prototype.hide = function () {
-            console.warn('Ray.hide() has been deprecated.  Use new RayHelper.hide() instead.');
-            if (this._rayHelper) {
-                this._rayHelper.hide();
-                this._rayHelper = null;
-            }
-        };
-        /**
          * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
          * @param sega the first point of the segment to test the intersection against
          * @param segb the second point of the segment to test the intersection against
@@ -13025,40 +12997,9 @@ var BABYLON;
             }
             return this._boundingInfo.intersectsPoint(point);
         };
-        // Physics
-        /**
-         *  @Deprecated. Use new PhysicsImpostor instead.
-         * */
-        AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
-            //legacy support
-            if (impostor.impostor) {
-                options = impostor;
-                impostor = impostor.impostor;
-            }
-            this.physicsImpostor = new BABYLON.PhysicsImpostor(this, impostor, options, this.getScene());
-            return this.physicsImpostor.physicsBody;
-        };
         AbstractMesh.prototype.getPhysicsImpostor = function () {
             return this.physicsImpostor;
         };
-        /**
-         * @Deprecated. Use getPhysicsImpostor().getParam("mass");
-         */
-        AbstractMesh.prototype.getPhysicsMass = function () {
-            return this.physicsImpostor.getParam("mass");
-        };
-        /**
-         * @Deprecated. Use getPhysicsImpostor().getParam("friction");
-         */
-        AbstractMesh.prototype.getPhysicsFriction = function () {
-            return this.physicsImpostor.getParam("friction");
-        };
-        /**
-         * @Deprecated. Use getPhysicsImpostor().getParam("restitution");
-         */
-        AbstractMesh.prototype.getPhysicsRestitution = function () {
-            return this.physicsImpostor.getParam("restitution");
-        };
         AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
             if (!camera) {
                 camera = this.getScene().activeCamera;
@@ -13093,21 +13034,6 @@ var BABYLON;
             });
             return this;
         };
-        /**
-         * @Deprecated
-         */
-        AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
-            BABYLON.Tools.Warn("updatePhysicsBodyPosition() is deprecated, please use updatePhysicsBody()");
-            this.updatePhysicsBody();
-        };
-        /**
-         * @Deprecated
-         * Calling this function is not needed anymore.
-         * The physics engine takes care of transofmration automatically.
-         */
-        AbstractMesh.prototype.updatePhysicsBody = function () {
-            //Unneeded
-        };
         Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
             // Collisions
             /**
@@ -21966,40 +21892,6 @@ var BABYLON;
         Scene.prototype.isPhysicsEnabled = function () {
             return this._physicsEngine !== undefined;
         };
-        /**
-         *
-         * Sets the gravity of the physics engine (and NOT of the scene)
-         * @param {BABYLON.Vector3} [gravity] - the new gravity to be used
-         */
-        Scene.prototype.setGravity = function (gravity) {
-            BABYLON.Tools.Warn("Deprecated, please use 'scene.getPhysicsEngine().setGravity()'");
-            if (!this._physicsEngine) {
-                return;
-            }
-            this._physicsEngine.setGravity(gravity);
-        };
-        /**
-         * Legacy support, using the new API
-         * @Deprecated
-         */
-        Scene.prototype.createCompoundImpostor = function (parts, options) {
-            BABYLON.Tools.Warn("Scene.createCompoundImpostor is deprecated. Please use PhysicsImpostor parent/child");
-            if (parts.parts) {
-                options = parts;
-                parts = parts.parts;
-            }
-            var mainMesh = parts[0].mesh;
-            mainMesh.physicsImpostor = new BABYLON.PhysicsImpostor(mainMesh, parts[0].impostor, options, this);
-            for (var index = 1; index < parts.length; index++) {
-                var mesh = parts[index].mesh;
-                if (mesh.parent !== mainMesh) {
-                    mesh.position = mesh.position.subtract(mainMesh.position);
-                    mesh.parent = mainMesh;
-                }
-                mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parts[index].impostor, options, this);
-            }
-            mainMesh.physicsImpostor.forceUpdate();
-        };
         Scene.prototype.deleteCompoundImpostor = function (compound) {
             var mesh = compound.parts[0].mesh;
             mesh.physicsImpostor.dispose();
@@ -23360,22 +23252,6 @@ var BABYLON;
             return this;
         };
         /**
-         * Deprecated since BabylonJS v2.3
-         */
-        Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
-            BABYLON.Tools.Warn("Mesh.updateVerticesDataDirectly deprecated since 2.3.");
-            if (!this._geometry) {
-                return;
-            }
-            if (!makeItUnique) {
-                this._geometry.updateVerticesDataDirectly(kind, data, offset);
-            }
-            else {
-                this.makeGeometryUnique();
-                this.updateVerticesDataDirectly(kind, data, offset, false);
-            }
-        };
-        /**
          * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
          * tuto : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
          * The parameter `positionFunction` is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything.
@@ -24340,9 +24216,10 @@ var BABYLON;
             // Physics
             //TODO implement correct serialization for physics impostors.
             if (this.getPhysicsImpostor()) {
-                serializationObject.physicsMass = this.getPhysicsMass();
-                serializationObject.physicsFriction = this.getPhysicsFriction();
-                serializationObject.physicsRestitution = this.getPhysicsRestitution();
+                var impostor = this.getPhysicsImpostor();
+                serializationObject.physicsMass = impostor.getParam("mass");
+                serializationObject.physicsFriction = impostor.getParam("friction");
+                serializationObject.physicsRestitution = impostor.getParam("mass");
                 serializationObject.physicsImpostor = this.getPhysicsImpostor().type;
             }
             // Metadata
@@ -24544,7 +24421,7 @@ var BABYLON;
             else {
                 mesh.layerMask = 0x0FFFFFFF;
             }
-            //(Deprecated) physics
+            // Physics
             if (parsedMesh.physicsImpostor) {
                 mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
                     mass: parsedMesh.physicsMass,
@@ -36668,21 +36545,7 @@ var BABYLON;
         };
         return PhysicsEngine;
     }());
-    // Statics, Legacy support.
-    /**
-     * @Deprecated
-     *
-     */
-    PhysicsEngine.NoImpostor = BABYLON.PhysicsImpostor.NoImpostor;
-    PhysicsEngine.SphereImpostor = BABYLON.PhysicsImpostor.SphereImpostor;
-    PhysicsEngine.BoxImpostor = BABYLON.PhysicsImpostor.BoxImpostor;
-    PhysicsEngine.PlaneImpostor = BABYLON.PhysicsImpostor.PlaneImpostor;
-    PhysicsEngine.MeshImpostor = BABYLON.PhysicsImpostor.MeshImpostor;
-    PhysicsEngine.CylinderImpostor = BABYLON.PhysicsImpostor.CylinderImpostor;
-    PhysicsEngine.HeightmapImpostor = BABYLON.PhysicsImpostor.HeightmapImpostor;
-    PhysicsEngine.CapsuleImpostor = -1;
-    PhysicsEngine.ConeImpostor = -1;
-    PhysicsEngine.ConvexHullImpostor = -1;
+    // Statics
     PhysicsEngine.Epsilon = 0.001;
     BABYLON.PhysicsEngine = PhysicsEngine;
 })(BABYLON || (BABYLON = {}));
@@ -45689,7 +45552,7 @@ var BABYLON;
             var returnValue;
             var extendSize = impostor.getObjectExtendSize();
             switch (impostor.type) {
-                case BABYLON.PhysicsEngine.SphereImpostor:
+                case BABYLON.PhysicsImpostor.SphereImpostor:
                     var radiusX = extendSize.x;
                     var radiusY = extendSize.y;
                     var radiusZ = extendSize.z;
@@ -45788,7 +45651,7 @@ var BABYLON;
                 impostor.setDeltaRotation(this._plus90X);
             }
             //If it is a heightfield, if should be centered.
-            if (impostor.type === BABYLON.PhysicsEngine.HeightmapImpostor) {
+            if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
                 var mesh = object;
                 //calculate the correct body position:
                 var rotationQuaternion = mesh.rotationQuaternion;
@@ -45812,7 +45675,7 @@ var BABYLON;
                 mesh.setPivotMatrix(oldPivot);
                 mesh.computeWorldMatrix(true);
             }
-            else if (impostor.type === BABYLON.PhysicsEngine.MeshImpostor) {
+            else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
                 this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
                 this._tmpPosition.copyFrom(object.position);
             }
@@ -49293,11 +49156,6 @@ var BABYLON;
             this._attached = false;
             this.getEngine().disableVR();
         };
-        WebVRFreeCamera.prototype.requestVRFullscreen = function (requestPointerlock) {
-            //Backwards comp.
-            BABYLON.Tools.Warn("requestVRFullscreen is deprecated. call attachControl() inside a user-interaction callback to start sending frames to the VR display.");
-            //this.getEngine().switchFullscreen(requestPointerlock);
-        };
         WebVRFreeCamera.prototype.getClassName = function () {
             return "WebVRFreeCamera";
         };
@@ -49307,20 +49165,6 @@ var BABYLON;
             this._vrDevice.resetPose();
         };
         /**
-         *
-         * @deprecated
-         * This function was used to change the position offset. it is now done using camera.position.
-         *
-         * @param {Vector3} [newPosition] an optional new position. if not provided, the current camera position will be used.
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        WebVRFreeCamera.prototype.setPositionOffset = function (newPosition) {
-            if (newPosition) {
-                this.position.copyFrom(newPosition);
-            }
-        };
-        /**
          * This function is called by the two RIG cameras.
          * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
          */
@@ -51819,10 +51663,7 @@ var BABYLON;
         __extends(GamepadCamera, _super);
         //-- end properties for backward compatibility for inputs
         function GamepadCamera(name, position, scene) {
-            var _this;
-            BABYLON.Tools.Warn("Deprecated. Please use Universal Camera instead.");
-            _this = _super.call(this, name, position, scene) || this;
-            return _this;
+            return _super.call(this, name, position, scene) || this;
         }
         Object.defineProperty(GamepadCamera.prototype, "gamepadAngularSensibility", {
             //-- Begin properties for backward compatibility for inputs
@@ -52212,22 +52053,6 @@ var BABYLON;
         }
         // Public Methods
         /**
-         * Returns the horizontal blur PostProcess
-         * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
-         */
-        SSAORenderingPipeline.prototype.getBlurHPostProcess = function () {
-            BABYLON.Tools.Error("SSAORenderinPipeline.getBlurHPostProcess() is deprecated, no more blur post-process exists");
-            return null;
-        };
-        /**
-         * Returns the vertical blur PostProcess
-         * @return {BABYLON.BlurPostProcess} The vertical blur post-process
-         */
-        SSAORenderingPipeline.prototype.getBlurVPostProcess = function () {
-            BABYLON.Tools.Error("SSAORenderinPipeline.getBlurVPostProcess() is deprecated, no more blur post-process exists");
-            return null;
-        };
-        /**
          * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
          */
         SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {

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+ 470 - 573
dist/preview release/babylon.module.d.ts


File diff suppressed because it is too large
+ 31 - 31
dist/preview release/babylon.noworker.js


+ 0 - 21
src/Cameras/VR/babylon.webVRCamera.ts

@@ -169,12 +169,6 @@ module BABYLON {
             this.getEngine().disableVR();
         }
 
-        public requestVRFullscreen(requestPointerlock: boolean) {
-            //Backwards comp.
-            Tools.Warn("requestVRFullscreen is deprecated. call attachControl() inside a user-interaction callback to start sending frames to the VR display.")
-            //this.getEngine().switchFullscreen(requestPointerlock);
-        }
-
         public getClassName(): string {
             return "WebVRFreeCamera";
         }
@@ -186,21 +180,6 @@ module BABYLON {
         }
 
         /**
-         *
-         * @deprecated
-         * This function was used to change the position offset. it is now done using camera.position.
-         *  
-         * @param {Vector3} [newPosition] an optional new position. if not provided, the current camera position will be used.
-         * 
-         * @memberOf WebVRFreeCamera
-         */
-        public setPositionOffset(newPosition?: Vector3) {
-            if (newPosition) {
-                this.position.copyFrom(newPosition);
-            }
-        }
-
-        /**
          * This function is called by the two RIG cameras.
          * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
          */

+ 0 - 1
src/Cameras/babylon.gamepadCamera.ts

@@ -31,7 +31,6 @@ module BABYLON {
         
         
         constructor(name: string, position: Vector3, scene: Scene) {
-            Tools.Warn("Deprecated. Please use Universal Camera instead.");
             super(name, position, scene);
         }
 

+ 0 - 28
src/Culling/babylon.ray.ts

@@ -246,34 +246,6 @@
 
         }
 
-        /**
-         *  @Deprecated. Use new RayHelper.show() instead.
-         * */
-        public show(scene:Scene, color:Color3): void{
-
-            console.warn('Ray.show() has been deprecated.  Use new RayHelper.show() instead.');
-
-            if(!this._rayHelper){
-                this._rayHelper = new RayHelper(this);
-            }
-            
-            this._rayHelper.show(scene, color);
-
-        }
-
-        /**
-         *  @Deprecated. Use new RayHelper.hide() instead.
-         * */
-        public hide(): void{
-
-            console.warn('Ray.hide() has been deprecated.  Use new RayHelper.hide() instead.');
-
-            if(this._rayHelper){
-                this._rayHelper.hide();
-                this._rayHelper = null;
-            }
-
-        }
 
         private static smallnum = 0.00000001;
         private static rayl = 10e8;

+ 0 - 55
src/Mesh/babylon.abstractMesh.ts

@@ -161,8 +161,6 @@
 
         // Physics
         public physicsImpostor: BABYLON.PhysicsImpostor;
-        //Deprecated, Legacy support
-        public onPhysicsCollide: (collidedMesh: AbstractMesh, contact: any) => void;
 
         // Collisions
         private _checkCollisions = false;
@@ -1100,45 +1098,10 @@
             return this._boundingInfo.intersectsPoint(point);
         }
 
-        // Physics
-        /**
-         *  @Deprecated. Use new PhysicsImpostor instead.
-         * */
-        public setPhysicsState(impostor?: any, options?: PhysicsImpostorParameters): any {
-            //legacy support
-            if (impostor.impostor) {
-                options = impostor;
-                impostor = impostor.impostor;
-            }
-            this.physicsImpostor = new PhysicsImpostor(this, impostor, options, this.getScene());
-            return this.physicsImpostor.physicsBody;
-        }
-
         public getPhysicsImpostor(): PhysicsImpostor {
             return this.physicsImpostor;
         }
 
-        /**
-         * @Deprecated. Use getPhysicsImpostor().getParam("mass");
-         */
-        public getPhysicsMass(): number {
-            return this.physicsImpostor.getParam("mass")
-        }
-
-        /**
-         * @Deprecated. Use getPhysicsImpostor().getParam("friction");
-         */
-        public getPhysicsFriction(): number {
-            return this.physicsImpostor.getParam("friction")
-        }
-
-        /**
-         * @Deprecated. Use getPhysicsImpostor().getParam("restitution");
-         */
-        public getPhysicsRestitution(): number {
-            return this.physicsImpostor.getParam("restitution")
-        }
-
         public getPositionInCameraSpace(camera?: Camera): Vector3 {
             if (!camera) {
                 camera = this.getScene().activeCamera;
@@ -1178,24 +1141,6 @@
             return this;
         }
 
-        /**
-         * @Deprecated
-         */
-        public updatePhysicsBodyPosition(): void {
-            Tools.Warn("updatePhysicsBodyPosition() is deprecated, please use updatePhysicsBody()");
-            this.updatePhysicsBody();
-        }
-
-        /**
-         * @Deprecated
-         * Calling this function is not needed anymore. 
-         * The physics engine takes care of transofmration automatically.
-         */
-        public updatePhysicsBody(): void {
-            //Unneeded
-        }
-
-
         // Collisions
 
         /**

+ 5 - 22
src/Mesh/babylon.mesh.ts

@@ -769,24 +769,6 @@
         }
 
         /**
-         * Deprecated since BabylonJS v2.3
-         */
-        public updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void {
-            Tools.Warn("Mesh.updateVerticesDataDirectly deprecated since 2.3.");
-
-            if (!this._geometry) {
-                return;
-            }
-            if (!makeItUnique) {
-                this._geometry.updateVerticesDataDirectly(kind, data, offset);
-            }
-            else {
-                this.makeGeometryUnique();
-                this.updateVerticesDataDirectly(kind, data, offset, false);
-            }
-        }
-
-        /**
          * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
          * tuto : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions  
          * The parameter `positionFunction` is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything.
@@ -1919,9 +1901,10 @@
             // Physics
             //TODO implement correct serialization for physics impostors.
             if (this.getPhysicsImpostor()) {
-                serializationObject.physicsMass = this.getPhysicsMass();
-                serializationObject.physicsFriction = this.getPhysicsFriction();
-                serializationObject.physicsRestitution = this.getPhysicsRestitution();
+                var impostor = this.getPhysicsImpostor();
+                serializationObject.physicsMass = impostor.getParam("mass");
+                serializationObject.physicsFriction = impostor.getParam("friction");
+                serializationObject.physicsRestitution = impostor.getParam("mass");
                 serializationObject.physicsImpostor = this.getPhysicsImpostor().type;
             }
 
@@ -2173,7 +2156,7 @@
             }
 
 
-            //(Deprecated) physics
+            // Physics
             if (parsedMesh.physicsImpostor) {
                 mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
                     mass: parsedMesh.physicsMass,

+ 3 - 3
src/Physics/Plugins/babylon.cannonJSPlugin.ts

@@ -227,7 +227,7 @@
             var returnValue;
             var extendSize = impostor.getObjectExtendSize();
             switch (impostor.type) {
-                case PhysicsEngine.SphereImpostor:
+                case PhysicsImpostor.SphereImpostor:
                     var radiusX = extendSize.x;
                     var radiusY = extendSize.y;
                     var radiusZ = extendSize.z;
@@ -352,7 +352,7 @@
             }
 
             //If it is a heightfield, if should be centered.
-            if (impostor.type === PhysicsEngine.HeightmapImpostor) {
+            if (impostor.type === PhysicsImpostor.HeightmapImpostor) {
                 var mesh = <AbstractMesh>(<any>object);
                 //calculate the correct body position:
                 var rotationQuaternion = mesh.rotationQuaternion;
@@ -382,7 +382,7 @@
 
                 mesh.setPivotMatrix(oldPivot);
                 mesh.computeWorldMatrix(true);
-            } else if (impostor.type === PhysicsEngine.MeshImpostor) {
+            } else if (impostor.type === PhysicsImpostor.MeshImpostor) {
                 this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
                 this._tmpPosition.copyFrom(object.position);
             }

+ 2 - 17
src/Physics/babylon.physicsEngine.ts

@@ -47,24 +47,9 @@
             return this._physicsPlugin.name;
         }
 
-        // Statics, Legacy support.
-        /**
-         * @Deprecated
-         *  
-         */
-        public static NoImpostor = PhysicsImpostor.NoImpostor;
-        public static SphereImpostor = PhysicsImpostor.SphereImpostor;
-        public static BoxImpostor = PhysicsImpostor.BoxImpostor;
-        public static PlaneImpostor = PhysicsImpostor.PlaneImpostor;
-        public static MeshImpostor = PhysicsImpostor.MeshImpostor;
-        public static CylinderImpostor = PhysicsImpostor.CylinderImpostor;
-        public static HeightmapImpostor = PhysicsImpostor.HeightmapImpostor;
-        public static CapsuleImpostor = -1;
-        public static ConeImpostor = -1;
-        public static ConvexHullImpostor = -1;
-
+        // Statics
         public static Epsilon = 0.001;
-        
+
         //new methods and parameters
         
         private _impostors: Array<PhysicsImpostor> = [];

+ 0 - 17
src/PostProcess/babylon.ssaoRenderingPipeline.ts

@@ -126,23 +126,6 @@
         }
 
         // Public Methods
-        /**
-         * Returns the horizontal blur PostProcess
-         * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
-         */
-        public getBlurHPostProcess(): BlurPostProcess {
-            Tools.Error("SSAORenderinPipeline.getBlurHPostProcess() is deprecated, no more blur post-process exists");
-            return null;
-        }
-
-        /**
-         * Returns the vertical blur PostProcess
-         * @return {BABYLON.BlurPostProcess} The vertical blur post-process
-         */
-        public getBlurVPostProcess(): BlurPostProcess {
-            Tools.Error("SSAORenderinPipeline.getBlurVPostProcess() is deprecated, no more blur post-process exists");
-            return null;
-        }
 
         /**
          * Removes the internal pipeline assets and detatches the pipeline from the scene cameras

+ 1 - 10
src/babylon.node.ts

@@ -264,16 +264,7 @@ module BABYLON {
             this._getDescendants(results, directDescendantsOnly, predicate);
 
             return results;
-        }
-        
-        /**
-         * @param predicate: an optional predicate that will be called on every evaluated children, the predicate must return true for a given child to be part of the result, otherwise it will be ignored.
-         * @Deprecated, legacy support.
-         * use getDecendants instead.
-         */
-        public getChildren(predicate?: (node: Node) => boolean): Node[] {
-            return this.getDescendants(true, predicate);
-        }
+        }    
         
         /**
          * Get all child-meshes of this node.

+ 0 - 52
src/babylon.scene.ts

@@ -304,21 +304,9 @@
         private _onPointerDown: (evt: PointerEvent) => void;
         private _onPointerUp: (evt: PointerEvent) => void;
 
-        /**
-         * @deprecated Use onPointerObservable instead
-         */
         public onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo) => void;
-        /**
-         * @deprecated Use onPointerObservable instead
-         */
         public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
-        /**
-         * @deprecated Use onPointerObservable instead
-         */
         public onPointerUp: (evt: PointerEvent, pickInfo: PickingInfo) => void;
-        /**
-         * @deprecated Use onPointerObservable instead
-         */
         public onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
 
         /**
@@ -3087,46 +3075,6 @@
             return this._physicsEngine !== undefined;
         }
 
-        /**
-         * 
-         * Sets the gravity of the physics engine (and NOT of the scene)
-         * @param {BABYLON.Vector3} [gravity] - the new gravity to be used
-         */
-        public setGravity(gravity: Vector3): void {
-            Tools.Warn("Deprecated, please use 'scene.getPhysicsEngine().setGravity()'")
-            if (!this._physicsEngine) {
-                return;
-            }
-
-            this._physicsEngine.setGravity(gravity);
-        }
-
-        /**
-         * Legacy support, using the new API
-         * @Deprecated
-         */
-        public createCompoundImpostor(parts: any, options: PhysicsImpostorParameters): any {
-            Tools.Warn("Scene.createCompoundImpostor is deprecated. Please use PhysicsImpostor parent/child")
-
-            if (parts.parts) { // Old API
-                options = parts;
-                parts = parts.parts;
-            }
-
-            var mainMesh: AbstractMesh = parts[0].mesh;
-            mainMesh.physicsImpostor = new PhysicsImpostor(mainMesh, parts[0].impostor, options, this)
-            for (var index = 1; index < parts.length; index++) {
-                var mesh: AbstractMesh = parts[index].mesh;
-                if (mesh.parent !== mainMesh) {
-                    mesh.position = mesh.position.subtract(mainMesh.position);
-                    mesh.parent = mainMesh;
-                }
-                mesh.physicsImpostor = new PhysicsImpostor(mesh, parts[index].impostor, options, this)
-
-            }
-            mainMesh.physicsImpostor.forceUpdate();
-        }
-
         public deleteCompoundImpostor(compound: any): void {
             var mesh: AbstractMesh = compound.parts[0].mesh;
             mesh.physicsImpostor.dispose(/*true*/);