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Update what's new

Gary Hsu 6 năm trước cách đây
mục cha
commit
71d0e33875

+ 3 - 2
dist/preview release/what's new.md

@@ -135,6 +135,8 @@
 - Added customShaderNameResolve to PBRMaterialBase to allow subclasses to specify custom shader information [MackeyK24](https://github.com/mackeyk24))
 - Added customShaderNameResolve to PBRMaterialBase to allow subclasses to specify custom shader information [MackeyK24](https://github.com/mackeyk24))
 - Added PBRCustomMaterial to material library to allow easy subclassing of PBR materials [MackeyK24](https://github.com/mackeyk24))
 - Added PBRCustomMaterial to material library to allow easy subclassing of PBR materials [MackeyK24](https://github.com/mackeyk24))
 - Added `auto-exposure` support in `StandardRenderingPipeline` when `HDR` is enabled ([julien-moreau](https://github.com/julien-moreau))
 - Added `auto-exposure` support in `StandardRenderingPipeline` when `HDR` is enabled ([julien-moreau](https://github.com/julien-moreau))
+- Add `EquiRectangularCubeTexture` class to enable the usage of browser-canvas supported images as `CubeTexture`'s ([Dennis Dervisis](https://github.com/ddervisis))
+- Add `EquiRectangularCubeTextureAssetTask` to be able to load `EquiRectangularCubeTextures`s via Asset Manager ([Dennis Dervisis](https://github.com/ddervisis))
 
 
 ### OBJ Loader
 ### OBJ Loader
 - Add color vertex support (not part of standard) ([brianzinn](https://github.com/brianzinn))
 - Add color vertex support (not part of standard) ([brianzinn](https://github.com/brianzinn))
@@ -150,8 +152,7 @@
 - Skinned meshes now behave as intended by glTF ([bghgary](https://github.com/bghgary))
 - Skinned meshes now behave as intended by glTF ([bghgary](https://github.com/bghgary))
   - Skinned meshes now set an override mesh instead of reparenting to the `__root__` transform node
   - Skinned meshes now set an override mesh instead of reparenting to the `__root__` transform node
   - Loaded bones are linked with the transform node created for the corresponding glTF node
   - Loaded bones are linked with the transform node created for the corresponding glTF node
-- Add `EquiRectangularCubeTexture` class to enable the usage of browser-canvas supported images as `CubeTexture`'s ([Dennis Dervisis](https://github.com/ddervisis))
-- Add `EquiRectangularCubeTextureAssetTask` to be able to load `EquiRectangularCubeTextures`s via Asset Manager ([Dennis Dervisis](https://github.com/ddervisis))
+- Improve load performance by blocking material dirtying during load ([bghgary](https://github.com/bghgary))
 
 
 ### glTF Serializer
 ### glTF Serializer