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Completing what's new.md

David Catuhe 9 years ago
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      dist/preview release/what's new.md

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dist/preview release/what's new.md

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 - 2.4.0:
   - **Major updates**    
     - New refraction channel for Standard material (including fresnel support). Refraction texture can be provided by a reflection probe or a refraction texture. [See demo here](http://www.babylonjs.com/Demos/refraction/) ([deltakosh](https://github.com/deltakosh))
-    - Added support for HDR cubemaps ([sebavan](https://github.com/sebavan))
+    - Added support for HDR cubemaps. [demo here](http://www.babylonjs-playground.com/#19JGPR#4) ([sebavan](https://github.com/sebavan))
     - Support for shaders includes ([deltakosh](https://github.com/deltakosh))
-    - New mesh type : `LineSystem` ([jerome](https://github.com/jbousquie))
+    - New mesh type : `LineSystem`. [Demo here](http://www.babylonjs-playground.com/#2K1IS4#5) ([jerome](https://github.com/jbousquie))
     - SerializationHelper for complex classes using TypeScript decorators ([deltakosh](https://github.com/deltakosh))
     - StandardMaterial now supports Parallax and Parallax Occlusion Mapping ([tutorial](http://doc.babylonjs.com/tutorials/Using_parallax_mapping)) ([nockawa](https://github.com/nockawa))
     - Animations blending. See [demo here](http://www.babylonjs-playground.com/#2BLI9T#3). More [info here](http://doc.babylonjs.com/tutorials/Animations#animation-blending) ([deltakosh](https://github.com/deltakosh))
     - New debuger tool: SkeletonViewer. See [demo here](http://www.babylonjs-playground.com/#1BZJVJ#8) (Adam & [deltakosh](https://github.com/deltakosh))
-    - Added Camera Inputs Manager to manage camera inputs (mouse, touch, keyboard, gamepad, ...) in a composable way, without relying on class inheritance ([gleborgne](https://github.com/gleborgne))
-    - Introduced new observable system to handle events ([quick doc](http://www.html5gamedevs.com/topic/22655-big-brother-is-back-observable-everywhere/)) ([nockawa](https://github.com/nockawa), [deltakosh](https://github.com/deltakosh))
+    - Added Camera Inputs Manager to manage camera inputs (mouse, touch, keyboard, gamepad, ...) in a composable way, without relying on class inheritance. [Documentation here](http://doc.babylonjs.com/tutorials/Customizing_Camera_Inputs) ([gleborgne](https://github.com/gleborgne))
+    - Introduced new observable system to handle events. [Documentation here](http://doc.babylonjs.com/overviews/Observables) ([nockawa](https://github.com/nockawa), [deltakosh](https://github.com/deltakosh))
     - Added a new VR camera : VRDeviceOrientationArcRotateCamera ([temechon](https://github.com/Temechon))
     - Moved PBR Material to core ([deltakosh](https://github.com/deltakosh))
-    - StandardMaterial.maxSimultaneousLights can define how many dynamic lights the material can handle ([deltakosh](https://github.com/deltakosh))
+    - StandardMaterial.maxSimultaneousLights can define how many dynamic lights the material can handle. [Demo here](http://www.babylonjs-playground.com/#IRVAX#10) ([deltakosh](https://github.com/deltakosh))
     - Introduced Canvas2D feature: a 2D engine to render primitives, sprites in 2D, text. Canvas2D can be displayed in Screen Space (above the 3D scene) or in World Space to be a part of the Scene. [overview](http://doc.babylonjs.com/overviews/Using_The_Canvas2D), [tutorial](http://doc.babylonjs.com/tutorials/Using_the_Canvas2D) ([nockawa](https://github.com/nockawa))
     - Added two new types of Texture: FontTexture and MapTexture ([quick doc](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
     - Added a dynamic [2D Bin Packing Algorithm](http://stackoverflow.com/questions/8762569/how-is-2d-bin-packing-achieved-programmatically), ([more info here](http://www.html5gamedevs.com/topic/22565-two-new-texture-types-fonttexture-and-maptexture/)) ([nockawa](https://github.com/nockawa))
-    - Introduced Canvas2D feature: a 2D engine to render primitives, sprites in 2D, text. Canvas2D can be displayed in Screen Space (above the 3D scene) or in World Space to be a part of the Scene. [overview](http://doc.babylonjs.com/overviews/Using_The_Canvas2D), [tutorial](http://doc.babylonjs.com/tutorials/Using_the_Canvas2D) ([nockawa](https://github.com/nockawa))	
     - Physics engine was completely rewritten, including both plugins for Oimo.js and Cannon.js. [overview](http://doc.babylonjs.com/overviews/Using_The_Physics_Engine) ([RaananW](https://github.com/RaananW))	
   - **Updates**
     - Added `mesh.toLefthanded()` to convert a mesh from right handed system ([kesshi](https://github.com/Kesshi))