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@@ -1,122 +1,123 @@
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-# 5.0.0
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-
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-## Major updates
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-
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-- Infinite Morph Targets: When supported (WebGL2+) you are no more limited to 4 morph targets per mesh ([Deltakosh](https://github.com/deltakosh))
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-
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-## Updates
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-
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-### General
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-
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-- Added static CenterToRef for vectors 2/3/4 ([aWeirdo](https://github.com/aWeirdo))
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-- Added ability to view images (ktx2, png, jpg) to the sandbox. ([bghgary](https://github.com/bghgary))
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-- Added optional smoothed normals for extruded procedural polygons. ([snagy](https://github.com/snagy))
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-- Added support for infinite perspective cameras ([Deltakosh](https://github.com/deltakosh))
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-- Added ability to enable/disable ArcRotateCamera zoom on multiTouch event ([NicolasBuecher](https://github.com/NicolasBuecher))
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-- Moving button to shared uI folder.([msDestiny14](https://github.com/msDestiny14))
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-- Moved sharedUI component to shared UI folder. ([msDestiny14](https://github.com/msDestiny14))
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-- Added encapsulate and encapsulateBoundingInfo methods to BoundingInfo. ([Tolo789](https://github.com/Tolo789))
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-- Added onLoadObservable to the textureDome class(es) ([RaananW](https://github.com/RaananW))
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-- Modified InputManager to use DeviceInputSystem ([PolygonalSun](https://github.com/PolygonalSun))
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-
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-### Engine
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-
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-- Moved all instance data from Geometry to Mesh such that the same Geometry objects can be used by many meshes with instancing. Reduces memory consumption on CPU/GPU. ([breakin](https://github.com/breakin)
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-
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-### Loaders
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-
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-- Added support for EXT_meshopt_compression for glTF loader. ([zeux](https://github.com/zeux))
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-- Increased KHR_materials_transmission render target texture default size. ([Drigax](https://github.com/drigax))
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-- Changed glTF loader to remove empty animation groups if there are no animation channels loaded with the given options. ([bghgary](https://github.com/bghgary))
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-- Update glTF validator to `2.0.0-dev.3.3`. ([bghgary](https://github.com/bghgary))
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-- Added support for KHR_xmp_json_ld for glTF loader. ([Sebavan](https://github.com/sebavan/), [bghgary](https://github.com/bghgary))
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-- Added a `OptimizeNormals` option to the OBJ loader to smooth lighting ([Popov72](https://github.com/Popov72))
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-
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-### Navigation
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-
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-- Added support for thin instances in navigation mesh creation ([CedricGuillemet](https://github.com/CedricGuillemet))
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-- Added recast.d.ts definition file for recast.js ([CedricGuillemet](https://github.com/CedricGuillemet))
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-
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-### Materials
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-
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-- Added an `OcclusionMaterial` to simplify depth-only rendering of geometry ([rgerd](https://github.com/rgerd))
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-- PrePass can now be used in `RenderTargets` speeding up effects like SSAO2 or MotionBlur ([CraigFeldspar](https://github.com/CraigFeldspar))
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-- Added support for morph targets to `ShaderMaterial` ([Popov72](https://github.com/Popov72))
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-
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-### Inspector
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-
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-- Increased float precision to 4([msDestiny14](https://github.com/msDestiny14))
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-- Added support for sounds in the inspector ([Deltakosh](https://github.com/deltakosh))
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-
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-### NME
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-
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-- Increased float precision to 4([msDestiny14](https://github.com/msDestiny14))
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-- Added ability to make input node's properties visible in the properties of a custom frame ([msDestiny14](https://github.com/msDestiny14))
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-
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-### GUIEditor
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-
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-- Added GUI Editor project to master. ([msDestiny14](https://github.com/msDestiny14))
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-- Moving GUI property tab components into GUIEditor. ([msDestiny14](https://github.com/msDestiny14))
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-
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-### GUI
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-
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-- Added a `FocusableButton` gui control to simplify creating menus with keyboard navigation ([Flux159](https://github.com/Flux159))
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-- Added `focus()` and `blur()` functions for controls that implement `IFocusableControl` ([Flux159](https://github.com/Flux159))
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-- Added `ToggleButton` GUI control ([kintz09](https://github.com/kintz09))
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-- Added shorthand methods which set all padding values at once, named `setPadding` and `setPaddingInPixels`, to the control class ([kintz09](https://github.com/kintz09))
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-- Added two touch-enabled GUI controls, `TouchMeshButton3D` and `TouchHolographicButton`, added option on the WebXR hand tracking feature for enabling touch collisions ([rickfromwork](https://github.com/rickfromwork), [satyapoojasama](https://github.com/satyapoojasama))
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-
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-### WebXR
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-
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-- A browser error preventing the emulator to render scene is now correctly dealt with ([RaananW](https://github.com/RaananW))
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-- Added a way to extend the XRSessionInit Object from inside of a feature ([RaananW](https://github.com/RaananW))
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-- Added image tracking feature ([RaananW](https://github.com/RaananW))
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-- Pointer Events of WebXR controllers have pointerType `xr` ([RaananW](https://github.com/RaananW))
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-- better support for custom hand meshes ([RaananW](https://github.com/RaananW))
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-- Allow disabling of the WebXRControllerPointerSelection feature as part of the WebXR Default Experience ([rgerd](https://github.com/rgerd))
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-- Added two touch-enabled GUI controls, `TouchMeshButton3D` and `TouchHolographicButton`, added option on the WebXR hand tracking feature for enabling touch collisions ([rickfromwork](https://github.com/rickfromwork), [satyapoojasama](https://github.com/satyapoojasama))
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-
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-### Viewer
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-
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-- Fixed an issue with dual callback binding in case of a forced redraw ([#9608](https://github.com/BabylonJS/Babylon.js/issues/9608)) ([RaananW](https://github.com/RaananW))
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-
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-## Bugs
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-
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-- Fix issue with the Promise polyfill where a return value was expected from resolve() ([Deltakosh](https://github.com/deltakosh))
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-- Fix ArcRotateCamera panning with axis decomposition ([CedricGuillemet](https://github.com/CedricGuillemet))
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-- Fix an issue with keyboard control (re)attachment. ([#9411](https://github.com/BabylonJS/Babylon.js/issues/9411)) ([RaananW](https://github.com/RaananW))
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-- Fix issue where PBRSpecularGlossiness materials were excluded from export [#9423](https://github.com/BabylonJS/Babylon.js/issues/9423)([Drigax](https://github.com/drigax))
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-- Fix issue when scaling is reapplied with BoundingBoxGizmo and GizmoManager ([CedricGuillemet](https://github.com/CedricGuillemet))
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-- Fix direct loading of a glTF string that has base64-encoded URI. ([bghgary](https://github.com/bghgary))
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-- Fix capsule impostor size computation for ammojs ([CedricGuillemet](https://github.com/CedricGuillemet))
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-- Fix crash of some node materials using instances on iOS ([Popov72](https://github.com/Popov72))
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-- Fix the code generated for the NME gradient block ([Popov72](https://github.com/Popov72))
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-- Fix ssao2RenderingPipeline for orthographic cameras ([Kesshi](https://github.com/Kesshi))
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-- Fix mipmaps creation in the KTX2 decoder for non square textures ([Popov72](https://github.com/Popov72))
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-- Fix detail map not working in WebGL1 ([Popov72](https://github.com/Popov72))
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-- Fix ArcRotateCamera behaviour when panning is disabled on multiTouch event ([NicolasBuecher](https://github.com/NicolasBuecher))
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-- Fix vertically interlaced stereoscopic rendering (`RIG_MODE_STEREOSCOPIC_INTERLACED`) not working (follow-up [#7425](https://github.com/BabylonJS/Babylon.js/issues/7425), [#8000](https://github.com/BabylonJS/Babylon.js/issues/8000)) ([foxxyz](https://github.com/foxxyz))
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-- Fix accessibility of BaseCameraMouseWheelInput and BaseCameraPointersInput. They appear in documentation but were not available for include. ([mrdunk](https://github.com/mrdunk))
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-- Fix function creation inside regularly called freeCameraMouseWheelInput method leading to excessive GC load. ([mrdunk](https://github.com/mrdunk))
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-- Fix clip plane not reset to the rigth value when using mirrors ([Popov72](https://github.com/Popov72))
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-- Fix lens flares not working in right handed system ([Popov72](https://github.com/Popov72))
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-- Fix canvas not resized correctly in a multi-canvas scenario ([Popov72](https://github.com/Popov72))
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-- Fix NaN values returned by `GetAngleBetweenVectors` when vectors are the same or directly opposite ([Popov72](https://github.com/Popov72))
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-- Fix 404 occurring on some pictures in some cases when using particle systems ([Popov72](https://github.com/Popov72))
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-- Fix PrePass bugs with transparency ([CraigFeldspar](https://github.com/CraigFeldspar))
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-- Fix PrePass bugs with layers ([CraigFeldspar](https://github.com/CraigFeldspar))
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-- Fix SSAO2 with PrePass sometimes causing colors brighter than they should be ([CraigFeldspar](https://github.com/CraigFeldspar))
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-- Fix PostProcess sharing between cameras/renderTargets, that would create/destroy a texture on every frame ([CraigFeldspar](https://github.com/CraigFeldspar))
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-- Fix for DualSense gamepads being incorrectly read as DualShock gamepads ([PolygonalSun](https://github.com/PolygonalSun))
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-- Fix for warning in chrome about passive wheel events ([#9777](https://github.com/BabylonJS/Babylon.js/pull/9777)) ([kaliatech](https://github.com/kaliatech))
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-- Fix crash when cloning material in `AssetContainer.instantiateModelsToScene` when mesh is an instanced mesh ([Popov72](https://github.com/Popov72))
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-
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-## Breaking changes
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-
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-- [List of breaking changes introduced by ou compatibility with WebGPU](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges)
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- - [ReadPixels and ProceduralTexture.getContent are now async](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#readpixels-is-now-asynchronous)
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- - [Shader support differences](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#shader-code-differences)
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-- Use both `mesh.visibility` and `material.alpha` values to compute the global alpha value used by the soft transparent shadow rendering code. Formerly was only using `mesh.visibility` ([Popov72](https://github.com/Popov72))
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-- Depth renderer: don't render mesh if `infiniteDistance = true` or if `material.disableDepthWrite = true` ([Popov72](https://github.com/Popov72))
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-- Mesh.createInstance no longer make a unique Geometry for the Mesh so updating one Geometry can affect more meshes than before. Use Mesh.makeUniqueGeometry for old behaviour. ([breakin](https://github.com/breakin))
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-- Ammo.js needs to be initialized before creating the plugin with `await Ammo();` since Ammo introduced an async init in their library. ([sebavan](https://github.com/sebavan))
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+# 5.0.0
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+
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+## Major updates
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+
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+- Infinite Morph Targets: When supported (WebGL2+) you are no more limited to 4 morph targets per mesh ([Deltakosh](https://github.com/deltakosh))
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+
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+## Updates
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+
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+### General
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+
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+- Added static CenterToRef for vectors 2/3/4 ([aWeirdo](https://github.com/aWeirdo))
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|
+- Added ability to view images (ktx2, png, jpg) to the sandbox. ([bghgary](https://github.com/bghgary))
|
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+- Added optional smoothed normals for extruded procedural polygons. ([snagy](https://github.com/snagy))
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+- Added support for infinite perspective cameras ([Deltakosh](https://github.com/deltakosh))
|
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+- Added ability to enable/disable ArcRotateCamera zoom on multiTouch event ([NicolasBuecher](https://github.com/NicolasBuecher))
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+- Moving button to shared uI folder.([msDestiny14](https://github.com/msDestiny14))
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+- Moved sharedUI component to shared UI folder. ([msDestiny14](https://github.com/msDestiny14))
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+- Added encapsulate and encapsulateBoundingInfo methods to BoundingInfo. ([Tolo789](https://github.com/Tolo789))
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+- Added onLoadObservable to the textureDome class(es) ([RaananW](https://github.com/RaananW))
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+- Modified InputManager to use DeviceInputSystem ([PolygonalSun](https://github.com/PolygonalSun))
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+
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+### Engine
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+
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+- Moved all instance data from Geometry to Mesh such that the same Geometry objects can be used by many meshes with instancing. Reduces memory consumption on CPU/GPU. ([breakin](https://github.com/breakin)
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+
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+### Loaders
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+
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+- Added support for EXT_meshopt_compression for glTF loader. ([zeux](https://github.com/zeux))
|
|
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+- Increased KHR_materials_transmission render target texture default size. ([Drigax](https://github.com/drigax))
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+- Changed glTF loader to remove empty animation groups if there are no animation channels loaded with the given options. ([bghgary](https://github.com/bghgary))
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+- Update glTF validator to `2.0.0-dev.3.3`. ([bghgary](https://github.com/bghgary))
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+- Added support for KHR_xmp_json_ld for glTF loader. ([Sebavan](https://github.com/sebavan/), [bghgary](https://github.com/bghgary))
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+- Added a `OptimizeNormals` option to the OBJ loader to smooth lighting ([Popov72](https://github.com/Popov72))
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+
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+### Navigation
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+
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+- Added support for thin instances in navigation mesh creation ([CedricGuillemet](https://github.com/CedricGuillemet))
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+- Added recast.d.ts definition file for recast.js ([CedricGuillemet](https://github.com/CedricGuillemet))
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+
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+### Materials
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+
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+- Added an `OcclusionMaterial` to simplify depth-only rendering of geometry ([rgerd](https://github.com/rgerd))
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+- PrePass can now be used in `RenderTargets` speeding up effects like SSAO2 or MotionBlur ([CraigFeldspar](https://github.com/CraigFeldspar))
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+- Added support for morph targets to `ShaderMaterial` ([Popov72](https://github.com/Popov72))
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+
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+### Inspector
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+
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+- Increased float precision to 4([msDestiny14](https://github.com/msDestiny14))
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+- Added support for sounds in the inspector ([Deltakosh](https://github.com/deltakosh))
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+
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+### NME
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+
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+- Increased float precision to 4([msDestiny14](https://github.com/msDestiny14))
|
|
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+- Added ability to make input node's properties visible in the properties of a custom frame ([msDestiny14](https://github.com/msDestiny14))
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+
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+### GUIEditor
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+
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+- Added GUI Editor project to master. ([msDestiny14](https://github.com/msDestiny14))
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+- Moving GUI property tab components into GUIEditor. ([msDestiny14](https://github.com/msDestiny14))
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+
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+### GUI
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+
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+- Added a `FocusableButton` gui control to simplify creating menus with keyboard navigation ([Flux159](https://github.com/Flux159))
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+- Added `focus()` and `blur()` functions for controls that implement `IFocusableControl` ([Flux159](https://github.com/Flux159))
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+- Added `ToggleButton` GUI control ([kintz09](https://github.com/kintz09))
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+- Added shorthand methods which set all padding values at once, named `setPadding` and `setPaddingInPixels`, to the control class ([kintz09](https://github.com/kintz09))
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+- Added two touch-enabled GUI controls, `TouchMeshButton3D` and `TouchHolographicButton`, added option on the WebXR hand tracking feature for enabling touch collisions ([rickfromwork](https://github.com/rickfromwork), [satyapoojasama](https://github.com/satyapoojasama))
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+
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+### WebXR
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+
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+- A browser error preventing the emulator to render scene is now correctly dealt with ([RaananW](https://github.com/RaananW))
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|
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+- Added a way to extend the XRSessionInit Object from inside of a feature ([RaananW](https://github.com/RaananW))
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+- Added image tracking feature ([RaananW](https://github.com/RaananW))
|
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+- Pointer Events of WebXR controllers have pointerType `xr` ([RaananW](https://github.com/RaananW))
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+- better support for custom hand meshes ([RaananW](https://github.com/RaananW))
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+- Allow disabling of the WebXRControllerPointerSelection feature as part of the WebXR Default Experience ([rgerd](https://github.com/rgerd))
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+- Added two touch-enabled GUI controls, `TouchMeshButton3D` and `TouchHolographicButton`, added option on the WebXR hand tracking feature for enabling touch collisions ([rickfromwork](https://github.com/rickfromwork), [satyapoojasama](https://github.com/satyapoojasama))
|
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+
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+### Viewer
|
|
|
+
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+- Fixed an issue with dual callback binding in case of a forced redraw ([#9608](https://github.com/BabylonJS/Babylon.js/issues/9608)) ([RaananW](https://github.com/RaananW))
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+
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+## Bugs
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|
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+
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+- Fix issue with the Promise polyfill where a return value was expected from resolve() ([Deltakosh](https://github.com/deltakosh))
|
|
|
+- Fix ArcRotateCamera panning with axis decomposition ([CedricGuillemet](https://github.com/CedricGuillemet))
|
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+- Fix an issue with keyboard control (re)attachment. ([#9411](https://github.com/BabylonJS/Babylon.js/issues/9411)) ([RaananW](https://github.com/RaananW))
|
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+- Fix issue where PBRSpecularGlossiness materials were excluded from export [#9423](https://github.com/BabylonJS/Babylon.js/issues/9423)([Drigax](https://github.com/drigax))
|
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+- Fix issue when scaling is reapplied with BoundingBoxGizmo and GizmoManager ([CedricGuillemet](https://github.com/CedricGuillemet))
|
|
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+- Fix direct loading of a glTF string that has base64-encoded URI. ([bghgary](https://github.com/bghgary))
|
|
|
+- Fix capsule impostor size computation for ammojs ([CedricGuillemet](https://github.com/CedricGuillemet))
|
|
|
+- Fix crash of some node materials using instances on iOS ([Popov72](https://github.com/Popov72))
|
|
|
+- Fix the code generated for the NME gradient block ([Popov72](https://github.com/Popov72))
|
|
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+- Fix ssao2RenderingPipeline for orthographic cameras ([Kesshi](https://github.com/Kesshi))
|
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+- Fix mipmaps creation in the KTX2 decoder for non square textures ([Popov72](https://github.com/Popov72))
|
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+- Fix detail map not working in WebGL1 ([Popov72](https://github.com/Popov72))
|
|
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+- Fix ArcRotateCamera behaviour when panning is disabled on multiTouch event ([NicolasBuecher](https://github.com/NicolasBuecher))
|
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+- Fix vertically interlaced stereoscopic rendering (`RIG_MODE_STEREOSCOPIC_INTERLACED`) not working (follow-up [#7425](https://github.com/BabylonJS/Babylon.js/issues/7425), [#8000](https://github.com/BabylonJS/Babylon.js/issues/8000)) ([foxxyz](https://github.com/foxxyz))
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+- Fix accessibility of BaseCameraMouseWheelInput and BaseCameraPointersInput. They appear in documentation but were not available for include. ([mrdunk](https://github.com/mrdunk))
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+- Fix function creation inside regularly called freeCameraMouseWheelInput method leading to excessive GC load. ([mrdunk](https://github.com/mrdunk))
|
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+- Fix clip plane not reset to the rigth value when using mirrors ([Popov72](https://github.com/Popov72))
|
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+- Fix lens flares not working in right handed system ([Popov72](https://github.com/Popov72))
|
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+- Fix canvas not resized correctly in a multi-canvas scenario ([Popov72](https://github.com/Popov72))
|
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+- Fix NaN values returned by `GetAngleBetweenVectors` when vectors are the same or directly opposite ([Popov72](https://github.com/Popov72))
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+- Fix 404 occurring on some pictures in some cases when using particle systems ([Popov72](https://github.com/Popov72))
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+- Fix PrePass bugs with transparency ([CraigFeldspar](https://github.com/CraigFeldspar))
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+- Fix PrePass bugs with layers ([CraigFeldspar](https://github.com/CraigFeldspar))
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+- Fix SSAO2 with PrePass sometimes causing colors brighter than they should be ([CraigFeldspar](https://github.com/CraigFeldspar))
|
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+- Fix PostProcess sharing between cameras/renderTargets, that would create/destroy a texture on every frame ([CraigFeldspar](https://github.com/CraigFeldspar))
|
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+- Fix for DualSense gamepads being incorrectly read as DualShock gamepads ([PolygonalSun](https://github.com/PolygonalSun))
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+- Fix for warning in chrome about passive wheel events ([#9777](https://github.com/BabylonJS/Babylon.js/pull/9777)) ([kaliatech](https://github.com/kaliatech))
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+- Fix crash when cloning material in `AssetContainer.instantiateModelsToScene` when mesh is an instanced mesh ([Popov72](https://github.com/Popov72))
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+- Fix issue with NinePatch displaying half pixel gaps between slices on Firefox browsers. ([Pryme8](https://github.com/Pryme8))
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+
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+## Breaking changes
|
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+
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+- [List of breaking changes introduced by ou compatibility with WebGPU](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges)
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+ - [ReadPixels and ProceduralTexture.getContent are now async](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#readpixels-is-now-asynchronous)
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+ - [Shader support differences](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#shader-code-differences)
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+- Use both `mesh.visibility` and `material.alpha` values to compute the global alpha value used by the soft transparent shadow rendering code. Formerly was only using `mesh.visibility` ([Popov72](https://github.com/Popov72))
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+- Depth renderer: don't render mesh if `infiniteDistance = true` or if `material.disableDepthWrite = true` ([Popov72](https://github.com/Popov72))
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+- Mesh.createInstance no longer make a unique Geometry for the Mesh so updating one Geometry can affect more meshes than before. Use Mesh.makeUniqueGeometry for old behaviour. ([breakin](https://github.com/breakin))
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+- Ammo.js needs to be initialized before creating the plugin with `await Ammo();` since Ammo introduced an async init in their library. ([sebavan](https://github.com/sebavan))
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