# 4.1.0 ## Major updates - WIP: Node Material (NEED DOC OR SAMPLES) ([Deltakosh](https://github.com/deltakosh/)) - WIP: Node material editor (NEED OR AND VIDEOS) ([Deltakosh](https://github.com/deltakosh/)/[TrevorDev](https://github.com/TrevorDev)) - WIP: WebGPU support (NEED DOC OR SAMPLES) ([Sebavan](https://github.com/sebavan/) - .basis texture file format support [Doc](https://doc.babylonjs.com/resources/multi-platform_compressed_textures#basis-file-format) ([TrevorDev](https://github.com/TrevorDev)) ## Optimizations ## Updates ### General - Support Vive Focus 3Dof controller ([TrevorDev](https://github.com/TrevorDev)) - Planar positioning support for GizmoManager ([Balupg](https://github.com/balupg)) - Individual gizmos can now be enabled/disabled ([Balupg](https://github.com/balupg)) - Unify preparation of instance attributes. Added `MaterialHelper.PushAttributesForInstances` ([MarkusBillharz](https://github.com/MarkusBillharz)) - Added support for PBR [irradiance map](https://doc.babylonjs.com/how_to/physically_based_rendering_master#irradiance-map) - Ability to set render camera on utility layer instead of using the latest active camera ([TrevorDev](https://github.com/TrevorDev)) - Move normalizeToUnitCube to transformNode instead of abstract mesh and add predicate to exclude sub objects when scaling ([TrevorDev](https://github.com/TrevorDev)) - Method to check if device orientation is available ([TrevorDev](https://github.com/TrevorDev)) - Added support for sound sprites [Doc](https://doc.babylonjs.com/how_to/playing_sounds_and_music#playing-a-sound-sprite) ([Deltakosh](https://github.com/deltakosh/)) - Display Oculus Quest controller when using a Quest in WebVR ([TrevorDev](https://github.com/TrevorDev)) - Added startAndReleaseDragOnPointerEvents property to pointerDragBehavior which can be set to false for custom drag triggering ([TrevorDev](https://github.com/TrevorDev)) - Effect renderer to render one or multiple shader effects to a texture ([TrevorDev](https://github.com/TrevorDev)) - Added url parameters to web request modifiers ([PierreLeBlond](https://github.com/PierreLeBlond)) - WebXR updated to spec as of July 9th ([TrevorDev](https://github.com/TrevorDev)) - WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev)) ### Engine - Morph targets now can morph UV channel as well ([Deltakosh](https://github.com/deltakosh/)) - Added MorphTarget support to the DepthRenderer, GeometryBufferRenderer and OutlineRenderer ([MarkusBillharz](https://github.com/MarkusBillharz)) - Added preprocessors for shaders to improve how shaders are compiled for WebGL1/2 or WebGPU ([Deltakosh](https://github.com/deltakosh/)) - Added enterPointerlock and exitPointerlock (Separated from enterFullscreen) ([aWeirdo](https://github.com/aWeirdo/)) ### Inspector - Added support for Euler edition only for angles (can be turned off in the new inspector settings) ([Deltakosh](https://github.com/deltakosh/)) - Added an option to ignore backfaces for picking (can be turned on and off in the new inspector settings) ([Deltakosh](https://github.com/deltakosh/)) - Added support for `ShadowGenerator` ([Deltakosh](https://github.com/deltakosh/)) - Added support for scene normalization ([Deltakosh](https://github.com/deltakosh/)) - Added support for morph targets ([Deltakosh](https://github.com/deltakosh/)) - Added context menu to add `SSAORenderingPipeline` and `SSAO2RenderingPipeline` ([Deltakosh](https://github.com/deltakosh/)) - Added support for texture creation and assignments per material ([Deltakosh](https://github.com/deltakosh/)) - Added support for occlusion properties ([Deltakosh](https://github.com/deltakosh/)) - Texture channels are now displayed in grayscale ([Deltakosh](https://github.com/deltakosh/)) - Ambiant and metallic maps are displayed correctly on PBR material even when using ORM packed texture ([Deltakosh](https://github.com/deltakosh/)) - Added support for inspectable strings ([Deltakosh](https://github.com/deltakosh/)) ### Tools - Added `Color3.toHSV()`, `Color3.toHSVToRef()` and `Color3.HSVtoRGBToRef()` ([Deltakosh](https://github.com/deltakosh/)) - Added `ShadowGenerator.onAfterShadowMapRenderObservable` and `ShadowGenerator.onAfterShadowMapMeshRenderObservable` ([Deltakosh](https://github.com/deltakosh/)) - Added support for side by side and top bottom images in the `PhotoDome` ([Deltakosh](https://github.com/deltakosh/)) - Added playground ts-local (TypeScript support for local playground) ([pjoe](https://github.com/pjoe/)) ### Meshes - Added new CreateTiledPlane and CreateTiledBox ([JohnK](https://github.com/BabylonJSGuide/)) ### Physics - Update Ammo.js library to support global collision contact callbacks ([MackeyK24](https://github.com/MackeyK24/)) - Update Ammo.js library to allow native capsule shape impostors ([MackeyK24](https://github.com/MackeyK24/)) - Update Ammo.js library to allow your own broadphase overlapping pair cache ([MackeyK24](https://github.com/MackeyK24/)) - Update Ammo.js library and AmmoJS plugin to support ellipsoid ([CedricGuillemet](https://github.com/CedricGuillemet/)) ### Loaders - Added support for non-float accessors in animation data for glTF loader. ([bghgary](https://github.com/bghgary)) - Support loading cube data in the .basis loader ([TrevorDev](https://github.com/TrevorDev)) - Load glTF extras into BJS metadata ([pjoe](https://github.com/pjoe)) ### Materials - Added `ShaderMaterial.setColor4Array` ([JonathanTron](https://github.com/JonathanTron/)) - Added `ShaderMaterial.setArray4` ([JonathanTron](https://github.com/JonathanTron/)) ### Sounds - Added `ISoundOptions.skipCodecCheck` to make `Sound` more flexible with URLs ([nbduke](https://github.com/nbduke)) ### Ray - Added `Ray.intersectsAxis` to translate screen to axis coordinates without checking collisions ([horusscope](https://github.com/horusscope)) ### Documentation - Added a note on shallow bounding of getBoundingInfo ([tibotiber](https://github.com/tibotiber)) ## Bug fixes - Fixed Xbox One gamepad controller button schemes ([MackeyK24](https://github.com/MackeyK24/)) - Added support for `AnimationGroup` serialization ([Drigax](https://github.com/drigax/)) - Removing assetContainer from scene will also remove gui layers ([TrevorDev](https://github.com/TrevorDev)) - A scene's input manager not adding key listeners when the canvas is already focused ([Poolminer](https://github.com/Poolminer)) - Runtime animation `goToFrame` when going back in time now correctly triggers future events when reached ([zakhenry](https://github.com/zakhenry)) - Fixed bug in Ray.intersectsTriangle where the barycentric coordinates `bu` and `bv` being returned is actually `bv` and `bw`. ([bghgary](https://github.com/bghgary)) - Do not call onError when creating a texture when falling back to another loader ([TrevorDev](https://github.com/TrevorDev)) - Context loss should not cause PBR materials to render black or instances to stop rendering ([TrevorDev](https://github.com/TrevorDev)) - Only cast pointer ray input when pointer is locked in webVR ([TrevorDev](https://github.com/TrevorDev)) - Avoid using default utility layer in gizmo manager to support multiple scenes ([TrevorDev](https://github.com/TrevorDev)) - Fix bug when adding and removing observers in quick succession ([sable](https://github.com/thscott)) - Cannon and Ammo forceUpdate will no longer cause an unexpected exception ([TrevorDev](https://github.com/TrevorDev)) - Loading the same multi-material twice and disposing one should not impact the other ([TrevorDev](https://github.com/TrevorDev)) - GLTF loader should now preserve the texture naming ([Drigax](https://github.com/Drigax)) - GLTF exporter should no longer duplicate exported texture data ([Drigax](https://github.com/Drigax)) - Avoid exception when disposing of Ammo cloth physics ([TrevorDev](https://github.com/TrevorDev)) ## Breaking changes - Setting mesh.scaling to a new vector will no longer automatically call forceUpdate (this should be done manually when needed) ([TrevorDev](https://github.com/TrevorDev))