David Catuhe 4 лет назад
Родитель
Сommit
c7c81df1f5
1 измененных файлов с 75 добавлено и 75 удалено
  1. 75 75
      dist/preview release/what's new.md

+ 75 - 75
dist/preview release/what's new.md

@@ -11,7 +11,7 @@
 - Added edition of PBR materials, Post processes and Particle fragment shaders in the node material editor ([Popov72](https://github.com/Popov72))
 - Added edition of procedural texture in the node material editor ([Deltakosh](https://github.com/deltakosh))
 - Added support in `ShadowGenerator` for fast fake soft transparent shadows ([Popov72](https://github.com/Popov72))
-- Added support for **thin instances** for faster mesh instances. [Doc](https://doc.babylonjs.com/how_to/how_to_use_thininstances) ([Popov72](https://github.com/Popov72))
+- Added support for thin instances for faster mesh instances. [Doc](https://doc.babylonjs.com/how_to/how_to_use_thininstances) ([Popov72](https://github.com/Popov72))
 
 ## Updates
 
@@ -26,7 +26,7 @@
 - Gizmo isHovered boolean ([cedricguillemet](https://github.com/cedricguillemet))
 - Node support (Transform, Bone) for gizmos ([cedricguillemet](https://github.com/cedricguillemet))
 - Simplified code contributions by fully automating the dev setup with gitpod ([nisarhassan12](https://github.com/nisarhassan12))
-- Add a `CascadedShadowMap.IsSupported` method and log an error instead of throwing an exception when CSM is not supported ([Popov72](https://github.com/Popov72))
+- Added a `CascadedShadowMap.IsSupported` method and log an error instead of throwing an exception when CSM is not supported ([Popov72](https://github.com/Popov72))
 - Added initial code for DeviceInputSystem ([PolygonalSun](https://github.com/PolygonalSun))
 - Added support for `material.disableColorWrite` ([Deltakosh](https://github.com/deltakosh))
 - The Mesh Asset Task also accepts File as sceneInput ([RaananW](https://github.com/RaananW))
@@ -54,7 +54,7 @@
 - Added optional success and error callbacks for freezeActiveMeshes ([RaananW](https://github.com/RaananW))
 - Allow cross-eye mode in photo and video dome ([#8897](https://github.com/BabylonJS/Babylon.js/issues/8897)) ([RaananW](https://github.com/RaananW))
 - Added noMipMap option to the photo dome construction process ([#8972](https://github.com/BabylonJS/Babylon.js/issues/8972)) ([RaananW](https://github.com/RaananW))
-- Add a `disableBoundingBoxesFromEffectLayer` property to the `EffectLayer` class to render the bounding boxes unaffected by the effect ([Popov72](https://github.com/Popov72))
+- Added a `disableBoundingBoxesFromEffectLayer` property to the `EffectLayer` class to render the bounding boxes unaffected by the effect ([Popov72](https://github.com/Popov72))
 - Removed all references to HTML element from cameras' attach and detach control functions ([RaananW](https://github.com/RaananW))
 - Added `boundingBoxRenderer.onResourcesReadyObservable` ([aWeirdo](https://github.com/aWeirdo))
 - Added `copyTools.GenerateBase64StringFromTexture` ([aWeirdo](https://github.com/aWeirdo))
@@ -64,11 +64,11 @@
 
 - Improved world matrix caching engine by using dirty mechanism on vector3 and quaternion ([Deltakosh](https://github.com/deltakosh))
 - Allow logging of shader code when a compilation error occurs ([Popov72](https://github.com/Popov72))
-- Add back support for selecting textures based on engine capabilities ([bghgary](https://github.com/bghgary))
-- Fix Draco decoder when running on IE11 ([bghgary](https://github.com/bghgary))
+- Added back support for selecting textures based on engine capabilities ([bghgary](https://github.com/bghgary))
+- Fixed Draco decoder when running on IE11 ([bghgary](https://github.com/bghgary))
 - Change default camera calculations to only include visible and enabled meshes ([bghgary](https://github.com/bghgary))
 - Optimized frozen instances ([Deltakosh](https://github.com/deltakosh))
-- Add support for detail maps in both the standard and PBR materials ([Popov72](https://github.com/Popov72))
+- Added support for detail maps in both the standard and PBR materials ([Popov72](https://github.com/Popov72))
 - Added abstractMesh method to get all particle systems that use the mesh as an emitter ([PirateJC](https://github.com/PirateJC))
 - Added customization options to VirtualJoystick ([#7398](https://github.com/BabylonJS/Babylon.js/issues/7398)) ([Rockwell15](https://github.com/Rockwell15))
 - Handle meshes with LODs in render target textures (meaning in glow/highlight layers, shadow generators, depth renderer, etc) ([Popov72](https://github.com/Popov72))
@@ -80,14 +80,14 @@
 - Can now edit Node port names ([belfortk](https://github.com/belfortk))
 - Updated which node ports are shown on frames by default so that only node ports connected to outside nodes are by default exposed on the frame ([belfortk](https://github.com/belfortk))
 - Added a modulo block ([ageneau](https://github.com/ageneau))
-- Fix bug where frame port labels would be the names of incorrect nodes ([belfortk](https://github.com/belfortk))
-- Fix bug where long comments on collapsed frames broke port alignment ([belfortk](https://github.com/belfortk))
-- Add the `FragCoord` and `ScreenSize` blocks ([Popov72](https://github.com/Popov72))
-- Particle systems: add the `ParticlePositionWorld` block ([Popov72](https://github.com/Popov72))
-- Add isExposedOnFrame property to connection points ([belfortk](https://github.com/belfortk))
-- Add support for exporting frames ([belfortk](https://github.com/belfortk))
-- Add support for importing frames and their nodes (unconnected) and exposed frame ports ([belfortk](https://github.com/belfortk))
-- Add the `rgba` and `a` outputs to the `ReflectionTexture` block ([Popov72](https://github.com/Popov72))
+- Fixed bug where frame port labels would be the names of incorrect nodes ([belfortk](https://github.com/belfortk))
+- Fixed bug where long comments on collapsed frames broke port alignment ([belfortk](https://github.com/belfortk))
+- Added the `FragCoord` and `ScreenSize` blocks ([Popov72](https://github.com/Popov72))
+- Particle systems: Added the `ParticlePositionWorld` block ([Popov72](https://github.com/Popov72))
+- Added isExposedOnFrame property to connection points ([belfortk](https://github.com/belfortk))
+- Added support for exporting frames ([belfortk](https://github.com/belfortk))
+- Added support for importing frames and their nodes (unconnected) and exposed frame ports ([belfortk](https://github.com/belfortk))
+- Added the `rgba` and `a` outputs to the `ReflectionTexture` block ([Popov72](https://github.com/Popov72))
 
 ### Inspector
 
@@ -99,7 +99,7 @@
 - Added right click options to create PBR and Standard Materials ([Deltakosh](https://github.com/deltakosh))
 - Added support for recording GIF ([Deltakosh](https://github.com/deltakosh))
 - Popup Window available (To be used in Curve Editor) ([pixelspace](https://github.com/devpixelspace))
-- Add support to update inspector when switching to a new scene ([belfortk](https://github.com/belfortk))
+- Added support to update inspector when switching to a new scene ([belfortk](https://github.com/belfortk))
 - Hex Component for Hex inputs on layer masks. ([msDestiny14](https://github.com/msDestiny14))
 - View & edit textures in pop out inspector using tools such as brush and floodfill. Supports region selection, individual channel editing, mipmap previews, and resizing. ([DarraghBurkeMS](https://github.com/DarraghBurkeMS))
 - Added mesh debug tools to display bone influence weights and bone indices maps. ([Pryme8](https://github.com/Pryme8))
@@ -136,7 +136,7 @@
 - Recast.js plugin nav mesh and crowd agent to ref performance optimizations. ([MackeyK24](https://github.com/MackeyK24))
 - Added `scene.physicsEnabled` boolean ([Deltakosh](https://github.com/deltakosh))
 - Fixed an issue with transformation set after physics body was created using Cannon.js (excluding height and plane) ([#7928](https://github.com/BabylonJS/Babylon.js/issues/7928)) ([RaananW](https://github.com/RaananW))
-- Fix an issue with compound creation and scaling preset ([#8888](https://github.com/BabylonJS/Babylon.js/issues/8888)) ([RaananW](https://github.com/RaananW))
+- Fixed an issue with compound creation and scaling preset ([#8888](https://github.com/BabylonJS/Babylon.js/issues/8888)) ([RaananW](https://github.com/RaananW))
 
 ### Loaders
 
@@ -185,7 +185,7 @@
 - Added the possibility to update the shader code before being compiled ([Popov72](https://github.com/Popov72))
 - Added the `shadowOnly` property to the `BackgroundMaterial` class ([Popov72](https://github.com/Popov72))
 - Added support for lightmaps in unlit PBR materials ([Popov72](https://github.com/Popov72))
-- Added `muted` setting to `VideoTexture`, fix autoplay in Chrome ([simonihmig](https://github.com/simonihmig))
+- Added `muted` setting to `VideoTexture`, Fixed autoplay in Chrome ([simonihmig](https://github.com/simonihmig))
 - Added `waveCount` to `WaterMaterial` used to adjust waves count according to the ground's size where the material is applied on ([julien-moreau](https://github.com/julien-moreau))
 - Alpha test `transparencyMode` no-longer requires a diffuse/albedo texture if `opacityTexture` is present ([metaobjects](https://github.com/metaobjects))
 - Added `hasTexture` override in `MultiMaterial` ([Vampiro](https://github.com/vampiro))
@@ -283,90 +283,90 @@
 
 ## Bugs
 
-- Fix infinite loop in `GlowLayer.unReferenceMeshFromUsingItsOwnMaterial` ([Popov72](https://github.com/Popov72))
-- Fix picking issue in the Solid Particle System when MultiMaterial is enabled ([jerome](https://github.com/jbousquie))
-- Fix picking issue in the Solid Particle System when expandable ([jerome](https://github.com/jbousquie))
-- Fix use of skeleton override matrix in mesh ray intersection ([cedricguillemet](https://github.com/cedricguillemet))
+- Fixed infinite loop in `GlowLayer.unReferenceMeshFromUsingItsOwnMaterial` ([Popov72](https://github.com/Popov72))
+- Fixed picking issue in the Solid Particle System when MultiMaterial is enabled ([jerome](https://github.com/jbousquie))
+- Fixed picking issue in the Solid Particle System when expandable ([jerome](https://github.com/jbousquie))
+- Fixed use of skeleton override matrix in mesh ray intersection ([cedricguillemet](https://github.com/cedricguillemet))
 - `QuadraticErrorSimplification` was not exported ([RaananW](https://github.com/Raananw))
-- Fix NME Frames bug where collapsing and moving a frame removed the nodes inside ([belfortk](https://github.com/belfortk))
-- Fix moving / disappearing controls when freezing/unfreezing the ScrollViewer ([Popov72](https://github.com/Popov72))
+- Fixed NME Frames bug where collapsing and moving a frame removed the nodes inside ([belfortk](https://github.com/belfortk))
+- Fixed moving / disappearing controls when freezing/unfreezing the ScrollViewer ([Popov72](https://github.com/Popov72))
 - Fix: when using instances, master mesh (if displayed) does not have correct instance buffer values ([Popov72](https://github.com/Popov72))
 - Exit XR will only trigger only if state is IN_XR ([RaananW](https://github.com/RaananW))
-- Fix improper baking of transformed textures in `KHR_texture_transform` serializer. ([drigax](https://github.com/Drigax))
+- Fixed improper baking of transformed textures in `KHR_texture_transform` serializer. ([drigax](https://github.com/Drigax))
 - Fixed NME codegen: missing common properties for float-value input block. ([ycw](https://github.com/ycw))
 - Fixed missing options for MeshBuilder.CreateBox. ([ycw](https://github.com/ycw))
-- Fix bug in `Plane.transform` when matrix passed in is not a pure rotation ([Popov72](https://github.com/Popov72))
-- Fix bug in PBR when anisotropy is enabled and no bump texture is provided ([Popov72](https://github.com/Popov72))
-- Fix horizon occlusion in PBR materials ([Popov72](https://github.com/Popov72))
-- Fix wrong relative position in applyImpulse/applyForce for ammojs plugin ([cedricguillemet](https://github.com/cedricguillemet))
+- Fixed bug in `Plane.transform` when matrix passed in is not a pure rotation ([Popov72](https://github.com/Popov72))
+- Fixed bug in PBR when anisotropy is enabled and no bump texture is provided ([Popov72](https://github.com/Popov72))
+- Fixed horizon occlusion in PBR materials ([Popov72](https://github.com/Popov72))
+- Fixed wrong relative position in applyImpulse/applyForce for ammojs plugin ([cedricguillemet](https://github.com/cedricguillemet))
 - Fixed delay calculation in Animatable.goToFrame when speedRatio != 1 ([Reimund Järnfors](https://github.com/reimund))
-- Fix bug in PBR when translucency is enabled and an irradiance texture is provided ([Popov72](https://github.com/Popov72))
-- Fix bug in PBR with translucency when irradiance texture is 2D ([Popov72](https://github.com/Popov72))
-- Fix parenting and enabled state of cloned lights ([cedricguillemet](https://github.com/cedricguillemet))
-- Fix bug in PBR when specific combinations of parameters are used ([Popov72](https://github.com/Popov72))
-- Fix texture being inverted on the Y axis by default when using TextureAsset or AssetManager ([broederj](https://github.com/broederj))
-- Fix `TexturePacker` cross-origin image requests, fix falsy default options ([ludevik](https://github.com/ludevik))
-- Fix freeze (infinite loop) when disposing a scene that loaded some specific gLTF files ([Popov72](https://github.com/Popov72))
-- Fix submesh recreation when it should not ([Popov72](https://github.com/Popov72))
-- Fix `CustomMaterial` and `PBRCustomMaterial` not setting uniforms / samplers / attributes ([Popov72](https://github.com/Popov72))
-- Fix bug in NME where deleting a node from a frame would not remove its ports on the outside of a frame
-- Fix mesh winding order inversion when merging meshes with overridden side orientation ([drigax](https://github.com/Drigax))
+- Fixed bug in PBR when translucency is enabled and an irradiance texture is provided ([Popov72](https://github.com/Popov72))
+- Fixed bug in PBR with translucency when irradiance texture is 2D ([Popov72](https://github.com/Popov72))
+- Fixed parenting and enabled state of cloned lights ([cedricguillemet](https://github.com/cedricguillemet))
+- Fixed bug in PBR when specific combinations of parameters are used ([Popov72](https://github.com/Popov72))
+- Fixed texture being inverted on the Y axis by default when using TextureAsset or AssetManager ([broederj](https://github.com/broederj))
+- Fixed `TexturePacker` cross-origin image requests, Fixed falsy default options ([ludevik](https://github.com/ludevik))
+- Fixed freeze (infinite loop) when disposing a scene that loaded some specific gLTF files ([Popov72](https://github.com/Popov72))
+- Fixed submesh recreation when it should not ([Popov72](https://github.com/Popov72))
+- Fixed `CustomMaterial` and `PBRCustomMaterial` not setting uniforms / samplers / attributes ([Popov72](https://github.com/Popov72))
+- Fixed bug in NME where deleting a node from a frame would not remove its ports on the outside of a frame
+- Fixed mesh winding order inversion when merging meshes with overridden side orientation ([drigax](https://github.com/Drigax))
 - Fixed a rendering issue with GearVR in WebXR mode ([RaananW](https://github.com/RaananW))
 - Fixed error when downloading async createScene function in playground ([#7926](https://github.com/BabylonJS/Babylon.js/issues/7926)) ([RaananW](https://github.com/RaananW))
-- Fix issue where ThinEngine.prototype.createDynamicEngine is undefined when using VideoTexture with es6 packages ([rvadhavk](https://github.com/rvadhavk))
-- Fix [issue](https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562) that canvas for `VirtualJoystick` does not have `touch-action: "none"` set by default ([joergplewe](https://github.com/joergplewe))
-- Fix [issue](https://github.com/BabylonJS/Babylon.js/issues/7943) that prevented user from re-loading custom meshes ([belfortk](https://github.com/belfortk))
-- Fix bug in NME where collapsed frames didn't redraw output links to outside nodes ([belfortk](https://github.com/belfortk))
-- Fix bug in NME where links were not redrawn after moving frame port ([belfortk](https://github.com/belfortk))
-- Fix bugs in NME that were causing inconsistent behavior displaying Move Node Up and Down buttons on frame ports ([belfortk](https://github.com/belfortk))
-- Fix bug in `ShaderMaterial` when using morph targets ([Popov72](https://github.com/Popov72))
-- Fix bug in playground where child NME windows would not close before page unload events ([belfortk](https://github.com/belfortk))
+- Fixed issue where ThinEngine.prototype.createDynamicEngine is undefined when using VideoTexture with es6 packages ([rvadhavk](https://github.com/rvadhavk))
+- Fixed [issue](https://forum.babylonjs.com/t/virtualjoystick-needs-to-set-style-touch-action-none-explicitly/9562) that canvas for `VirtualJoystick` does not have `touch-action: "none"` set by default ([joergplewe](https://github.com/joergplewe))
+- Fixed [issue](https://github.com/BabylonJS/Babylon.js/issues/7943) that prevented user from re-loading custom meshes ([belfortk](https://github.com/belfortk))
+- Fixed bug in NME where collapsed frames didn't redraw output links to outside nodes ([belfortk](https://github.com/belfortk))
+- Fixed bug in NME where links were not redrawn after moving frame port ([belfortk](https://github.com/belfortk))
+- Fixed bugs in NME that were causing inconsistent behavior displaying Move Node Up and Down buttons on frame ports ([belfortk](https://github.com/belfortk))
+- Fixed bug in `ShaderMaterial` when using morph targets ([Popov72](https://github.com/Popov72))
+- Fixed bug in playground where child NME windows would not close before page unload events ([belfortk](https://github.com/belfortk))
 - Fixed an issue with stereoscopic rendering ([#8000](https://github.com/BabylonJS/Babylon.js/issues/8000)) ([RaananW](https://github.com/RaananW))
-- Fix bug with multiple scenes when resizing the screen and there's a glow or highlight layer active ([Popov72](https://github.com/Popov72))
-- Fix an error when compiling with the closure compiler ([ageneau](https://github.com/ageneau/))
-- Fix an error in applying texture to sides of `extrudePolygon` using faceUV\[1\] ([JohnK](https://github.com/BabylonJSGuide/))
+- Fixed bug with multiple scenes when resizing the screen and there's a glow or highlight layer active ([Popov72](https://github.com/Popov72))
+- Fixed an error when compiling with the closure compiler ([ageneau](https://github.com/ageneau/))
+- Fixed an error in applying texture to sides of `extrudePolygon` using faceUV\[1\] ([JohnK](https://github.com/BabylonJSGuide/))
 - Playground didn't work if query params were added to the URL ([RaananW](https://github.com/RaananW))
 - Fixed Path3D `_distances` / length computation ([Poolminer](https://github.com/Poolminer))
 - Make sure bone matrices are up to date when calling `TransformNode.attachToBone` ([Popov72](https://github.com/Popov72))
-- Fix display problem with transparent objects and SSAO2 pipeline (bug in the `GeometryBufferRenderer`) ([Popov72](https://github.com/Popov72))
+- Fixed display problem with transparent objects and SSAO2 pipeline (bug in the `GeometryBufferRenderer`) ([Popov72](https://github.com/Popov72))
 - Fixed `Sound` not accepting a `TransformNode` as a source for spatial sound ([Poolminer](https://github.com/Poolminer))
-- Fix bug when using `ShadowOnlyMaterial` with Cascaded Shadow Map and `autoCalcDepthBounds` is `true` ([Popov72](https://github.com/Popov72))
-- Fix OBJ serializer default scene scene handedness causing [OBJ Mirror export](https://forum.babylonjs.com/t/obj-export-mirrored/10835/10)
-- Fix bug when using shadows + instances + transparent meshes + `transparencyShadow = false` ([Popov72](https://github.com/Popov72))
+- Fixed bug when using `ShadowOnlyMaterial` with Cascaded Shadow Map and `autoCalcDepthBounds` is `true` ([Popov72](https://github.com/Popov72))
+- Fixed OBJ serializer default scene scene handedness causing [OBJ Mirror export](https://forum.babylonjs.com/t/obj-export-mirrored/10835/10)
+- Fixed bug when using shadows + instances + transparent meshes + `transparencyShadow = false` ([Popov72](https://github.com/Popov72))
 - Incorrect initialization when reattaching XR pointer selection ([#8227](https://github.com/BabylonJS/Babylon.js/issues/8227)) ([RaananW](https://github.com/RaananW))
 - Fixed `DracoCompression` to not load empty data into attributes ([bghgary](https://github.com/bghgary))
 - Fixed `Mesh.subdivide` where one face could be lost depending on the number of subdivision ([Popov72](https://github.com/Popov72))
 - Fixed `AssetContainer.instantiateModelsToScene` with cloneMaterials=true and MultiMaterials to properly set the cloned submaterials ([ghempton](https://github.com/ghempton))
 - Fixed MSAA fail on MultiRenderTarget textures ([CraigFeldpsar](https://github.com/craigfeldspar)
 - Fixed wrong display when setting `DefaultRenderingPipeline.imageProcessingEnabled` to `false` ([Popov72](https://github.com/Popov72))
-- Fix crash when loading a .obj file with vertex colors ([Popov72](https://github.com/Popov72))
-- Fix skeleton viewer still visible when `isEnabled = false` ([Popov72](https://github.com/Popov72))
-- Fix crash with CSG when no uvs defined ([Popov72](https://github.com/Popov72))
-- Fix an issue causing views to render blank when scene rendering is skipped for a given iteration of the render loop ([elInfidel](https://github.com/elInfidel))
-- Fix docs Matrix.RotationYawPitchRoll and Matrix.RotationYawPitchRollToRef ([VSerain](https://github.com/VSerain))
-- Fix issue in `GLTFLoader._updateBoneMatrices()` where bone rest position was not set. ([drigax](https://github.com/drigax))
-- Fix the bounding box of instances that does not match the instance position / rotation / scaling ([Popov72](https://github.com/Popov72))
-- Fix an issue with sound updateOptions not updating the underlying sound buffer/html element ([RaananW](https://github.com/RaananW))
+- Fixed crash when loading a .obj file with vertex colors ([Popov72](https://github.com/Popov72))
+- Fixed skeleton viewer still visible when `isEnabled = false` ([Popov72](https://github.com/Popov72))
+- Fixed crash with CSG when no uvs defined ([Popov72](https://github.com/Popov72))
+- Fixed an issue causing views to render blank when scene rendering is skipped for a given iteration of the render loop ([elInfidel](https://github.com/elInfidel))
+- Fixed docs Matrix.RotationYawPitchRoll and Matrix.RotationYawPitchRollToRef ([VSerain](https://github.com/VSerain))
+- Fixed issue in `GLTFLoader._updateBoneMatrices()` where bone rest position was not set. ([drigax](https://github.com/drigax))
+- Fixed the bounding box of instances that does not match the instance position / rotation / scaling ([Popov72](https://github.com/Popov72))
+- Fixed an issue with sound updateOptions not updating the underlying sound buffer/html element ([RaananW](https://github.com/RaananW))
 - Fixed bug in sphereBuilder where top and bottom segments added 6 indices per triangle instead of 3. (use option dedupTopBottomIndices to enable it) ([aWeirdo](https://github.com/aWeirdo))
 - Fixed issue with Babylon scene export of loaded glTF meshes.([Drigax]/(https://github.com/drigax))
 - Fixed an issue with text block wrap and unicode strings (not working in IE11) ([#8822](https://github.com/BabylonJS/Babylon.js/issues/8822)) ([RaananW](https://github.com/RaananW))
 - Fixed an issue with input text and input password and unicode strings (not working in IE11) ([#9242](https://github.com/BabylonJS/Babylon.js/issues/9242)) ([Popov72](https://github.com/Popov72))
 - Fixed an issue with compound initialization that has rotation ([#8744](https://github.com/BabylonJS/Babylon.js/issues/8744)) ([RaananW](https://github.com/RaananW))
 - Fixed an issue in `DeviceSourceManager.getDeviceSources()` where null devices are returned ([Drigax](https://github.com/drigax))
-- Fix issue in glTF2 `_Exporter.createSkinsAsync()` that exported an incorrect joint indexing list ([drigax](https://github.com/drigax))
-- Fix gltf2 Morph Target export code style, add additional test case for non-animation group created morph targets ([drigax](https://github.com/drigax))
-- Fix "Uncaught ReferenceError: name is not defined" ([outermeasure](https://github.com/outermeasure))
-- Fix wrong winding when applying a transform matrix on VertexData ([Popov72](https://github.com/Popov72))
-- Fix exporting vertex color of mesh with `StandardMaterial` when exporting to glTF ([Drigax](https://github.com/drigax))
-- Changed use of mousemove to pointermove in freeCameraMouseInput and flyCameraMouseInput to fix issue with Firefox ([PolygonalSun](https://github.com/PolygonalSun))
+- Fixed issue in glTF2 `_Exporter.createSkinsAsync()` that exported an incorrect joint indexing list ([drigax](https://github.com/drigax))
+- Fixed gltf2 Morph Target export code style, Added additional test case for non-animation group created morph targets ([drigax](https://github.com/drigax))
+- Fixed "Uncaught ReferenceError: name is not defined" ([outermeasure](https://github.com/outermeasure))
+- Fixed wrong winding when applying a transform matrix on VertexData ([Popov72](https://github.com/Popov72))
+- Fixed exporting vertex color of mesh with `StandardMaterial` when exporting to glTF ([Drigax](https://github.com/drigax))
+- Changed use of mousemove to pointermove in freeCameraMouseInput and flyCameraMouseInput to Fixed issue with Firefox ([PolygonalSun](https://github.com/PolygonalSun))
 - Fixed `TriPlanarMaterial` to compute the right world normals ([julien-moreau](https://github.com/julien-moreau))
-- Fix `SkeletonViewer` to use utillity layer with custom lighting to improve debug mesh visibility ([Drigax](https://github.com/drigax))
-- Fix same sub mesh being rendered multiple times in the shadow map ([Popov72](https://github.com/Popov72))
-- Fix incorrect shadows on the master mesh when using a lod mesh ([Popov72](https://github.com/Popov72))
+- Fixed `SkeletonViewer` to use utillity layer with custom lighting to improve debug mesh visibility ([Drigax](https://github.com/drigax))
+- Fixed same sub mesh being rendered multiple times in the shadow map ([Popov72](https://github.com/Popov72))
+- Fixed incorrect shadows on the master mesh when using a lod mesh ([Popov72](https://github.com/Popov72))
 - Take first gamepad connected when attaching camera (and not only XBOX gamepads) ([#9136](https://github.com/BabylonJS/Babylon.js/issues/9136)) ([RaananW](https://github.com/RaananW))
 - Fixed bug in `Mesh.IncreaseVertices` assuming null value if a property didn't exist. ([aWeirdo](https://github.com/aWeirdo))
-- Fix issue when taking a screenshot with multi-cameras using method `CreateScreenshotUsingRenderTarget` ([#9201](https://github.com/BabylonJS/Babylon.js/issues/9201)) ([gabrielheming](https://github.com/gabrielheming))
-- Fix inTangent in animationGroup ([dad72](https://github.com/dad72))
+- Fixed issue when taking a screenshot with multi-cameras using method `CreateScreenshotUsingRenderTarget` ([#9201](https://github.com/BabylonJS/Babylon.js/issues/9201)) ([gabrielheming](https://github.com/gabrielheming))
+- Fixed inTangent in animationGroup ([dad72](https://github.com/dad72))
 - Fixed bug in `QuadraticErrorSimplification` not correctly optimizing mesh. ([aWeirdo](https://github.com/aWeirdo))
 - Fixed bug in `ArcRotateCamera` where setting the position would recalculate the alpha value to a value outside the current limits. ([nilss0n](https://github.com/nilss0n))
 
@@ -375,11 +375,11 @@
 - `FollowCamera.target` was renamed to `FollowCamera.meshTarget` to not be in conflict with `TargetCamera.target` ([Deltakosh](https://github.com/deltakosh))
 - `EffectRenderer.render` now takes a `RenderTargetTexture` or an `InternalTexture` as the output texture and only a single `EffectWrapper` for its first argument ([Popov72](https://github.com/Popov72))
 - Sound's `updateOptions` takes `options.length` and `options.offset` as seconds and not milliseconds ([RaananW](https://github.com/RaananW))
-- HDRCubeTexture default rotation is now similar to the industry one. You might need to add a rotation on y of 90 degrees if you scene changes ([Sebavan](https://github.com/sebavan/))
+- HDRCubeTexture default rotation is now similar to the industry one. You might need to Added a rotation on y of 90 degrees if you scene changes ([Sebavan](https://github.com/sebavan/))
 - PBRMaterial index of refraction is now defined as index of refraction and not the inverse of it ([Sebavan](https://github.com/sebavan/))
 - `SceneLoaderProgress` class is now `ISceneLoaderProgress` interface ([bghgary](https://github.com/bghgary))
 - Rendering of transparent meshes: stencil state is now set to the value registered in the engine (when calling `engine.setStencilBuffer(value)`) instead of being set to `false` unconditionally. This change may affect the highlight layer when using transparent meshes. If you are impacted, you may need to exclude the transparent mesh(es) from the layer ([Popov72](https://github.com/Popov72))
-- Fix width/height GUI container computation to take into account paddings when `adaptWithToChildren = true` ([Popov72](https://github.com/Popov72))
+- Fixed width/height GUI container computation to take into account paddings when `adaptWithToChildren = true` ([Popov72](https://github.com/Popov72))
 - `smoothstep` in NME is now taking any type of parameters for its `value` input. If you use generated code from the NME ("Generate code" button), you may have to move the smoothstep output connection AFTER the input connections ([Popov72](https://github.com/Popov72))
 - `SoundTrack.RemoveSound` and `SoundTrack.AddSound` were renamed to `SoundTrack.removeSound` and `SoundTrack.addSound` ([Deltakosh](https://github.com/deltakosh))
 - `PolygonPoints.add` no longer filters out points that are close to the first point ([bghgary](https://github.com/bghgary))