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@@ -14,8 +14,10 @@
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- Moving button to shared uI folder.([msDestiny14](https://github.com/msDestiny14))
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- Moving additional components to shared UI folder.([msDestiny14](https://github.com/msDestiny14))
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- Added encapsulate and encapsulateBoundingInfo methods to BoundingInfo. ([Tolo789](https://github.com/Tolo789))
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+- Added onLoadObservable to the textureDome class(es) ([RaananW](https://github.com/RaananW))
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### Engine
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+
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- Moved all instance data from Geometry to Mesh such that the same Geometry objects can be used by many meshes with instancing. Reduces memory consumption on CPU/GPU. ([breakin](https://github.com/breakin)
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### Loaders
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@@ -91,12 +93,11 @@
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- Fix PostProcess sharing between cameras/renderTargets, that would create/destroy a texture on every frame ([CraigFeldspar](https://github.com/CraigFeldspar))
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- Fix for DualSense gamepads being incorrectly read as DualShock gamepads ([PolygonalSun](https://github.com/PolygonalSun))
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-
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## Breaking changes
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- [List of breaking changes introduced by ou compatibility with WebGPU](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges)
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- - [ReadPixels and ProceduralTexture.getContent are now async](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#readpixels-is-now-asynchronous)
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- - [Shader support differences](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#shader-code-differences)
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+ - [ReadPixels and ProceduralTexture.getContent are now async](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#readpixels-is-now-asynchronous)
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+ - [Shader support differences](https://doc.babylonjs.com/advanced_topics/webGPU/webGPUBreakingChanges#shader-code-differences)
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- Use both `mesh.visibility` and `material.alpha` values to compute the global alpha value used by the soft transparent shadow rendering code. Formerly was only using `mesh.visibility` ([Popov72](https://github.com/Popov72))
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- Depth renderer: don't render mesh if `infiniteDistance = true` or if `material.disableDepthWrite = true` ([Popov72](https://github.com/Popov72))
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- Mesh.createInstance no longer make a unique Geometry for the Mesh so updating one Geometry can affect more meshes than before. Use Mesh.makeUniqueGeometry for old behaviour. ([breakin](https://github.com/breakin))
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