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@@ -48,7 +48,7 @@
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- Added `RawTexture2DArray` to enable use of WebGL2 2D array textures by custom shaders ([atg](https://github.com/atg))
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- Added multiview support for the shader material (and the line-mesh class) ([RaananW](https://github.com/RaananW/))
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- Added various (interpolation) functions to Path3D, also `alignTangentsWithPath`, `slice`, `getClosestPositionTo` ([Poolminer](https://github.com/Poolminer/))
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-- Allow setting of `BABYLON.Basis.JSModuleURL` and `BABYLON.Basis.WasmModuleURL`, for hosting the Basis transcoder locally ([JasonAyre])(https://github.com/jasonyre))
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+- Allow setting of `BABYLON.Basis.JSModuleURL` and `BABYLON.Basis.WasmModuleURL`, for hosting the Basis transcoder locally ([JasonAyre](https://github.com/jasonyre))
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- PNG support for browsers not supporting SVG ([RaananW](https://github.com/RaananW/))
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- Device orientation event permissions for iOS 13+ ([RaananW](https://github.com/RaananW/))
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- Added `DirectionalLight.autoCalcShadowZBounds` to automatically compute the `shadowMinZ` and `shadowMaxZ` values ([Popov72](https://github.com/Popov72))
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@@ -216,7 +216,7 @@
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### Serializers
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- Added support for `AnimationGroup` serialization ([Drigax](https://github.com/drigax/))
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-- Expanded animation group serialization to include all targeted TransformNodes ([Drigax]https://github.com/drigax/)
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+- Expanded animation group serialization to include all targeted TransformNodes ([Drigax](https://github.com/drigax/))
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### Documentation
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@@ -284,4 +284,4 @@
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- The STL loader does not create light or camera automatically, please use `scene.createDefaultCameraOrLight();` in your code [Sebavan](https://github.com/sebavan/)
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- The glTF2 exporter extension no longer ignores childless empty nodes.([drigax](https://github.com/drigax))
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- Default culling strategy changed to CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY ([Deltakosh](https://github.com/deltakosh/))
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-- `MaterialHelper.BindLight` and `MaterialHelper.BindLights` do not need the usePhysicalLight anymore ([Sebavan](https://github.com/sebavan/))
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+- `MaterialHelper.BindLight` and `MaterialHelper.BindLights` do not need the usePhysicalLight anymore ([Sebavan](https://github.com/sebavan/))
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