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## Major updates
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- Node Material and Node material editor [Doc](https://doc.babylonjs.com/how_to/node_material) ([Deltakosh](https://github.com/deltakosh/) / [TrevorDev](https://github.com/TrevorDev))
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-- WebGPU support [Doc](https://doc.babylonjs.com/extensions/webgpu) ([Sebavan](https://github.com/sebavan/))
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+- WebGPU preliminary support [Doc](https://doc.babylonjs.com/extensions/webgpu) ([Sebavan](https://github.com/sebavan/))
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+- Added the "Cascaded Shadow Mapping" (CSM) shadow rendering technique ([Popov72](https://github.com/Popov72) (initiated by [lockphase](https://github.com/lockphase/)))
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- .basis texture file format support [Doc](https://doc.babylonjs.com/resources/multi-platform_compressed_textures#basis-file-format) ([TrevorDev](https://github.com/TrevorDev))
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-- WIP: Recast navigation mesh and crowd of moving agents [Demo](https://www.babylonjs-playground.com/#AJTRIL) ([CedricGuillemet](https://github.com/CedricGuillemet))
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-- Added Points Cloud Particle System ([JohnK](https://github.com/BabylonJSGuide/))
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+- Recast navigation mesh and crowd of moving agents [Demo](https://www.babylonjs-playground.com/#AJTRIL) ([CedricGuillemet](https://github.com/CedricGuillemet))
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+- Added Points Cloud Particle System [Doc](https://doc.babylonjs.com/how_to/point_cloud_particles) ([JohnK](https://github.com/BabylonJSGuide/))
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- Classes decoupling ending up with smaller bundle sizes [Blog](https://medium.com/@babylonjs/size-matters-e0e94dad01a7) ([Deltakosh](https://github.com/deltakosh/))
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- Babylon.js controls [Doc](https://doc.babylonjs.com/features/controls) ([Sebavan](https://github.com/sebavan/) / [Deltakosh](https://github.com/deltakosh/))
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-- WebXR updates:
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- - WebXR updated to spec as of July 10th ([TrevorDev](https://github.com/TrevorDev))
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- - WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev))
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+- Massive WebXR updates (See below) ([RaananW](https://github.com/RaananW/) / [TrevorDev](https://github.com/TrevorDev))
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- Added support for Offscreen canvas [Doc](https://doc.babylonjs.com/how_to/using_offscreen_canvas) ([Deltakosh](https://github.com/deltakosh/)
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- Added support for multiple canvases with one engine [Doc](https://doc.babylonjs.com/how_to/multi_canvases) ([Deltakosh](https://github.com/deltakosh/)
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- Added useReverseDepthBuffer to Engine which can provide greater z depth for distant objects without the cost of a logarithmic depth buffer ([BenAdams](https://github.com/benaadams/))
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-- Added the "Cascaded Shadow Mapping" (CSM) shadow rendering technique ([Popov72](https://github.com/Popov72) (initiated by [lockphase](https://github.com/lockphase/)))
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- Screen space reflections post-process [Doc](https://doc.babylonjs.com/how_to/using_screenspacereflectionspostprocess) ([julien-moreau](https://github.com/julien-moreau))
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## Updates
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@@ -186,6 +184,7 @@
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### WebXR / WebVR
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+- WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev))
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- Compliance with the mozilla WebXR emulator for chrome and firefox ([RaananW](https://github.com/RaananW/))
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- Use the same icon as in VR ([RaananW](https://github.com/RaananW/))
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- Gamepad object is now exposed in the WebXRController class ([RaananW](https://github.com/RaananW/))
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