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@@ -17,6 +17,7 @@
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- 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))
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- 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))
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- 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))
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+ - 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))
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- **Updates**
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- Added `mesh.toLefthanded()` to convert a mesh from right handed system ([kesshi](https://github.com/Kesshi))
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- Renderlists can now also be defined using predicates ([deltakosh](https://github.com/deltakosh))
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@@ -43,6 +44,10 @@
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- Added RectanglePackingMap class to fit several rectangles in a big map in the most optimal way, dynamically. ([nockawa](https://github.com/nockawa))
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- Added DynamicFloatArray class to store float32 based elements of a given size (stride) into one big Float32Array, with allocation/free/pack operations to then access an optimal buffer that can be used to update a WebGLBuffer dynamically.([quick doc](http://www.html5gamedevs.com/topic/22567-dynamicfloatarray-to-the-rescue-for-efficient-instanced-array/)) ([nockawa](https://github.com/nockawa))
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- Scene.onPointerObservable property added to enable a unique Observable event for user input (see ArcRotateCamera inputs for examples) ([nockawa](https://github.com/nockawa))
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+ - Oimo.js updated to the latest version ([RaananW](https://github.com/RaananW))
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+ - Added PhysicsImpostor and PhysicsJoint classes ([RaananW](https://github.com/RaananW))
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+ - LensFlareSystem now has both ID and name ([RaananW](https://github.com/RaananW))
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+ - TargetCamera has now a rotationQuaternion variable to can be used to set the camera's rotation ([RaananW](https://github.com/RaananW))
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- **Exporters**
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- Unity3D exporter: Added support for lightmaps ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
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- Unity3D exporter: Added support for export and run (local webserver) ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
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@@ -58,6 +63,8 @@
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- Fixed bug with billboards and parenting ([deltakosh](https://github.com/deltakosh))
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- Fixed bug with ArcRotateCamera.setTarget ([deltakosh](https://github.com/deltakosh))
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- Fixed bug with OBJ Loader - All meshes were concatenated with the previous one ([Temechon](https://github.com/Temechon))
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+ - Fixed the device orientation cameras (both VR and non-VR cameras) ([RaananW](https://github.com/RaananW))
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+ - Fixed the WebVR implementation ([RaananW](https://github.com/RaananW))
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- **Breaking changes**
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- `VertexData.CreateLines()` removed as `MeshBuilder.CreateLines()` now calls `MeshBuilder.CreateLineSystem()`
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- `scene.onNewXXXAdded` and `scene.onXXXRemoved` callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`
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