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Merge branch 'master' of https://github.com/BabylonJS/Babylon.js

David Catuhe 9 jaren geleden
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2 gewijzigde bestanden met toevoegingen van 8 en 1 verwijderingen
  1. 7 0
      dist/preview release/what's new.md
  2. 1 1
      src/babylon.engine.ts

+ 7 - 0
dist/preview release/what's new.md

@@ -17,6 +17,7 @@
     - 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))
     - Renderlists can now also be defined using predicates ([deltakosh](https://github.com/deltakosh))
@@ -43,6 +44,10 @@
     - Added RectanglePackingMap class to fit several rectangles in a big map in the most optimal way, dynamically. ([nockawa](https://github.com/nockawa))
     - 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))
     - Scene.onPointerObservable property added to enable a unique Observable event for user input (see ArcRotateCamera inputs for examples) ([nockawa](https://github.com/nockawa))
+    - Oimo.js updated to the latest version ([RaananW](https://github.com/RaananW))
+    - Added PhysicsImpostor and PhysicsJoint classes  ([RaananW](https://github.com/RaananW))
+    - LensFlareSystem now has both ID and name  ([RaananW](https://github.com/RaananW))
+    - TargetCamera has now a rotationQuaternion variable to can be used to set the camera's rotation  ([RaananW](https://github.com/RaananW))
   - **Exporters**
     - Unity3D exporter: Added support for lightmaps ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
     - Unity3D exporter: Added support for export and run (local webserver) ([davrous](https://github.com/davrous), [deltakosh](https://github.com/deltakosh))
@@ -58,6 +63,8 @@
     - Fixed bug with billboards and parenting ([deltakosh](https://github.com/deltakosh))
     - Fixed bug with ArcRotateCamera.setTarget ([deltakosh](https://github.com/deltakosh))
     - Fixed bug with OBJ Loader - All meshes were concatenated with the previous one ([Temechon](https://github.com/Temechon))
+    - Fixed the device orientation cameras (both VR and non-VR cameras)  ([RaananW](https://github.com/RaananW))
+    - Fixed the WebVR implementation  ([RaananW](https://github.com/RaananW))
   - **Breaking changes**
     - `VertexData.CreateLines()` removed as `MeshBuilder.CreateLines()` now calls `MeshBuilder.CreateLineSystem()`
     - `scene.onNewXXXAdded` and `scene.onXXXRemoved` callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`

+ 1 - 1
src/babylon.engine.ts

@@ -2454,4 +2454,4 @@
             }
         }
     }
-}
+}