# 4.1.0 ## Major updates - 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)) - WebGPU support [Doc](https://doc.babylonjs.com/extensions/webgpu) ([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)) - WIP: Recast navigation mesh and crowd of moving agents [Demo](https://www.babylonjs-playground.com/#AJTRIL) ([CedricGuillemet](https://github.com/CedricGuillemet)) - Added Points Cloud Particle System ([JohnK](https://github.com/BabylonJSGuide/)) - Classes decoupling ending up with smaller bundle sizes [Blog](https://medium.com/@babylonjs/size-matters-e0e94dad01a7) ([Deltakosh](https://github.com/deltakosh/)) - Babylon.js controls [Doc](https://doc.babylonjs.com/features/controls) ([Sebavan](https://github.com/sebavan/) / [Deltakosh](https://github.com/deltakosh/)) - WebXR updates: - WebXR updated to spec as of July 10th ([TrevorDev](https://github.com/TrevorDev)) - WebXR webVR parity helpers (Vive, WMR, Oculus Rift) ([TrevorDev](https://github.com/TrevorDev)) - Added support for Offscreen canvas [Doc](https://doc.babylonjs.com/how_to/using_offscreen_canvas) ([Deltakosh](https://github.com/deltakosh/) - Added support for multiple canvases with one engine [Doc](https://doc.babylonjs.com/how_to/multi_canvases) ([Deltakosh](https://github.com/deltakosh/) - 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/)) - Added the "Cascaded Shadow Mapping" (CSM) shadow rendering technique ([Popov72](https://github.com/Popov72) (initiated by [lockphase](https://github.com/lockphase/))) - Screen space reflections post-process [Doc](https://doc.babylonjs.com/how_to/using_screenspacereflectionspostprocess) ([julien-moreau](https://github.com/julien-moreau)) ## Updates ### General - Add two new clip planes (5 and 6) to get a clip cube ([MickPastor](https://github.com/mickPASTOR)) - Added support for dual shock gamepads ([Deltakosh](https://github.com/deltakosh/)) - Support Vive Focus 3Dof controller ([TrevorDev](https://github.com/TrevorDev)) - Planar positioning support for GizmoManager ([Balupg](https://github.com/balupg)) - ScaleGizmo and AxisScaleGizmo sensitivity factor ([CedricGuillemet](https://github.com/CedricGuillemet)) - 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) - Added 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)) - Added optional picking predicate to pointerDragBehavior for filtering affected meshes ([Exolun](https://github.com/Exolun)) - Added accessor functions for `PointerDragBehavior._options` ([Popov72](https://github.com/Popov72)) - 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)) - Added `VRExperienceHelper.exitVROnDoubleTap` ([Deltakosh](https://github.com/deltakosh/)) - Added `Scene.getTextureByUniqueID` ([aWeirdo](https://github.com/aWeirdo/)) - Added support for 180 VR videos in `VideoDome` ([RaananW](https://github.com/RaananW/)) - Added optional parameter to use Euler angles in planeRotationGizmo ([CedricGuillemet](https://github.com/CedricGuillemet)) - Added `AnimationGroup.onAnimationGroupLoopObservable` ([Deltakosh](https://github.com/deltakosh/)) - Supports custom materials to generate glow through `referenceMeshToUseItsOwnMaterial` in the `GlowLayer` ([sebavan](http://www.github.com/sebavan)) - Added `RawTexture2DArray` to enable use of WebGL2 2D array textures by custom shaders ([atg](https://github.com/atg)) - Added multiview support for the shader material (and the line-mesh class) ([RaananW](https://github.com/RaananW/)) - Added various (interpolation) functions to Path3D, also `alignTangentsWithPath`, `slice`, `getClosestPositionTo` ([Poolminer](https://github.com/Poolminer/)) - Allow setting of `BABYLON.Basis.JSModuleURL` and `BABYLON.Basis.WasmModuleURL`, for hosting the Basis transcoder locally ([JasonAyre](https://github.com/jasonyre)) - PNG support for browsers not supporting SVG ([RaananW](https://github.com/RaananW/)) - Device orientation event permissions for iOS 13+ ([RaananW](https://github.com/RaananW/)) - Added `DirectionalLight.autoCalcShadowZBounds` to automatically compute the `shadowMinZ` and `shadowMaxZ` values ([Popov72](https://github.com/Popov72)) - Added `CascadedShadowGenerator.autoCalcDepthBounds` to improve the shadow quality rendering ([Popov72](https://github.com/Popov72)) - Improved cascade blending in CSM shadow technique ([Popov72](https://github.com/Popov72)) - Speed optimization when cascade blending is not used in CSM shadow technique ([Popov72](https://github.com/Popov72)) - Added `RenderTargetTexture.getCustomRenderList` to overload the render list at rendering time (and possibly for each layer (2DArray) / face (Cube)) ([Popov72](https://github.com/Popov72)) - Make sure all properties of CascadedShadowMap class are serialized/parsed ([Popov72](https://github.com/Popov72)) - Added `textures/opacity.png` file to the Playground ([Popov72](https://github.com/Popov72)) ### Engine - Improved instanceMesh with user defined custom buffers [Doc](https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers) ([Deltakosh](https://github.com/deltakosh/)) - 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/)) - Added support for `vertexSource` and `fragmentSource` parameters to `ShaderMaterial` ([Deltakosh](https://github.com/deltakosh/)) ### 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/)) - Added support for CreateScreenshotUsingRenderTarget ([13djwright](https://github.com/13djwright/)) - Added support for `Material.depthFunction` property ([Popov72](https://github.com/Popov72)) - Added an optional config option `initialTab` ([ycw](https://github.com/ycw/)) - Added support for ImportAnimations ([noalak](https://github.com/noalak/)) - Added support for Cascaded Shadow Maps ([Popov72](https://github.com/Popov72)) ### Tools - Added `Tools.CreateScreenshotAsync` and `Tools.CreateScreenshotUsingRenderTargetAsync` ([mehmetoguzderin](https://github.com/mehmetoguzderin/)) - 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/)) - Added RGBD Texture tools [Sebavan](https://github.com/sebavan/) - Bumped Monaco Editor to 0.18.1 and improved TypeScript compilation pipeline in the playground ([sailro](http://www.github.com/sailro)) - Added support for clickable errors in the playground ([sailro](http://www.github.com/sailro)) - Added a color picker and previewer for BABYLON.ColorX invocations in the playground ([sailro](http://www.github.com/sailro)) - Added support for diffing snippets in the playground ([sailro](http://www.github.com/sailro)) - Added diff navigator in the playground ([sailro](http://www.github.com/sailro)) - Added custom filter to remove internals from the completion in the playground ([sailro](http://www.github.com/sailro)) - Added support for tagging deprecated members (both in editor and for completion) in the playground ([sailro](http://www.github.com/sailro)) ### Meshes - Added `TransformNode.instantiateHierarchy()` which try to instantiate (or clone) a node and its entire hiearchy ([Deltakosh](https://github.com/deltakosh/)) - Added new CreateTiledPlane and CreateTiledBox ([JohnK](https://github.com/BabylonJSGuide/)) - Added absolute scaling and rotation getters ([haroldma](https://github.com/haroldma)) - Added `BILLBOARDMODE_USE_POSITION` flag to billboards allowing use of camera positioning instead of orientation for mesh rotation ([delaneyj](https://github.com/delaneyj)) - Added accessor functions for `SubMesh._materialDefines` ([Popov72](https://github.com/Popov72)) ### 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 for custom impostor shapes. PhysicsImpostor.CustomImposter type and AmmoJSPlugin.OnCreateCustomShape factoty function ([MackeyK24](https://github.com/MackeyK24/)) - Update Ammo.js library and AmmoJS plugin to support ellipsoid ([CedricGuillemet](https://github.com/CedricGuillemet/)) - Physics update substeps ([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)) - Added support for morph target names via `mesh.extras.targetNames` when loading a glTF ([zeux](https://github.com/zeux)) - Added support for using HTTP range requests when loading `MSFT_lod` extension from a glTF binary. ([bghgary](https://github.com/bghgary)) - Added a flag to enable/disable creation of instances for glTF loader. ([bghgary](https://github.com/bghgary)) - Added an order property to glTF loader extensions to support reordering. ([bghgary](https://github.com/bghgary)) - Added support for GLTF clearcoat extension [Sebavan](https://github.com/sebavan/) - Added support for GLTF specular extension [Sebavan](https://github.com/sebavan/) - Added support for GLTF sheen extension [Sebavan](https://github.com/sebavan/) - Added support for GLTF mesh quantization extension ([zeux](https://github.com/zeux)) - Added support for 8 bone influences to glTF loader ([zeux](https://github.com/zeux)) - Added support for animations import from separate files ([noalak](https://github.com/noalak/)) - Use web workers to validate glTF to avoid blocking the main thread. ([bghgary](https://github.com/bghgary)) ### Materials - Added `ShaderMaterial.setColor4Array` ([JonathanTron](https://github.com/JonathanTron/)) - Added `ShaderMaterial.setArray4` ([JonathanTron](https://github.com/JonathanTron/)) - Added get/set accessors for `ShaderMaterial._shaderPath` ([Popov72](https://github.com/Popov72)) - Added `scene.environmentIntensity` to control the IBL strength overall in a scene ([Sebavan](https://github.com/sebavan/)) - Added support of image processing for `WaterMaterial` ([julien-moreau](https://github.com/julien-moreau)) - Added `pbrBRDFConfiguration.useSpecularGlossinessInputEnergyConservation` to allow Specular-Workflow energy conservation to be turned off ([ColorDigital-PS](https://github.com/ColorDigital-PS)). - Added support for the `freeze` / `unfreeze` functions in `ShaderMaterial` ([Popov72](https://github.com/Popov72)) - Added `depthFunction` new property to `Material` base class ([Popov72](https://github.com/Popov72)) - Added `setCompressedTextureExclusions` method to `Engine` to allow for skipping compressed textures on certain files ([abogartz](https://github.com/abogartz)) ### ScreenshotTools - Added interface for argument `size` of screenshot methods ([Dok11](https://github.com/Dok11/)) - Implementation usage of precision in combination height and width params ([Dok11](https://github.com/Dok11/)) ### Sounds - Added `ISoundOptions.skipCodecCheck` to make `Sound` more flexible with URLs ([nbduke](https://github.com/nbduke)) - Added `Scene.audioListenerPositionProvider` property, to enable setting custom position of audio listener ([Foxhoundn](https://github.com/foxhoundn)) ### Sprites - SpritePackedManager extends SpriteManager so that a sprite sheet with different size sprites can be used ([JohnK](https://github.com/BabylonJSGuide)) - MultiPickSprite and multiPickSpriteWithRay added to sprites ([JohnK](https://github.com/BabylonJSGuide)) - SpritePackedManager support for JSON Objects that where not stringified, of with the frames parameter accepting Objects and Arrays ([Pryme8](https://github.com/Pryme8)) - Added `SpriteMap` for creation of grid-based dynamically animated sprite atlas rendering (Beta) ([Pryme8](https://github.com/Pryme8)) ### WebXR / WebVR - Compliance with the mozilla WebXR emulator for chrome and firefox ([RaananW](https://github.com/RaananW/)) - Use the same icon as in VR ([RaananW](https://github.com/RaananW/)) - Gamepad object is now exposed in the WebXRController class ([RaananW](https://github.com/RaananW/)) - If canvas does not have WebXR support the scene will still render (mainly Firefox) ([RaananW](https://github.com/RaananW/)) - Added support for foveated rendering in Oculus Quest ([Deltakosh](https://github.com/deltakosh/)) - Added option to configure the output canvas ([RaananW](https://github.com/RaananW/)) - Supporting multisampled multiview rendering using the oculus multiview extension ([RaananW](https://github.com/RaananW/)) - Preparing to deprecate supportsSession in favor of isSupportedSession ([RaananW](https://github.com/RaananW/)) - Added onControllerModelLoaded observable for WebXR ([RaananW](https://github.com/RaananW/)) - UI Button has options to set different session mode and reference type ([RaananW](https://github.com/RaananW/)) - Added option to change the teleportation duration in the VRExperienceHelper class ([https://github.com/LeoRodz](https://github.com/LeoRodz)) - Added support to teleport the camera at constant speed in the VRExperienceHelper class ([https://github.com/LeoRodz](https://github.com/LeoRodz)) - VRExperienceHelper has now an XR fallback to force XR usage (Beta) ([RaananW](https://github.com/RaananW/)) - Added option to change the teleportation easing function in the VRExperienceHelper class ([https://github.com/LeoRodz](https://github.com/LeoRodz)) - Windows motion controller mapping corrected to XR (xr-standard) ([RaananW](https://github.com/RaananW/)) - Pointer-Event simulation for screen target ray mode ([RaananW](https://github.com/RaananW/)) - New observable that triggers when a session was initialized ([RaananW](https://github.com/RaananW/)) - WebXR teleportation can now be disabled after initialized or before created ([RaananW](https://github.com/RaananW/)) - New Features Manager for WebXR features ([RaananW](https://github.com/RaananW/)) - New features - Plane detection, Hit Test, Background remover ([RaananW](https://github.com/RaananW/)) - Camera's API is Babylon-conform (position, rotationQuaternion, world matrix, direction etc') ([#7239](https://github.com/BabylonJS/Babylon.js/issues/7239)) ([RaananW](https://github.com/RaananW/)) - XR Input now using standard profiles and completely separated from the gamepad class ([#7348](https://github.com/BabylonJS/Babylon.js/issues/7348)) ([RaananW](https://github.com/RaananW/)) - Teleportation and controller selection are now WebXR features. ([#7290](https://github.com/BabylonJS/Babylon.js/issues/7290)) ([RaananW](https://github.com/RaananW/)) - Teleportation allows selecting direction before teleporting when using thumbstick or touchpad. ([#7290](https://github.com/BabylonJS/Babylon.js/issues/7290)) ([RaananW](https://github.com/RaananW/)) - It is now possible to force a certain profile type for the controllers ([#7348](https://github.com/BabylonJS/Babylon.js/issues/7375)) ([RaananW](https://github.com/RaananW/)) - WebXR camera is initialized on the first frame ([#7389](https://github.com/BabylonJS/Babylon.js/issues/7389)) ([RaananW](https://github.com/RaananW/)) - Selection has gaze mode (which can be forced) and touch-screen support ([#7395](https://github.com/BabylonJS/Babylon.js/issues/7395)) ([RaananW](https://github.com/RaananW/)) - Laser pointers can be excluded from lighting influence so that they are always visible in both WebXR and WebVR ([#7323](https://github.com/BabylonJS/Babylon.js/issues/7323)) ([RaananW](https://github.com/RaananW/)) ### Ray - Added `Ray.intersectsAxis` to translate screen to axis coordinates without checking collisions ([horusscope](https://github.com/horusscope)) ### GUI - Added `xmlLoader` to load GUI layouts from XML ([null0924](https://github.com/null0924)) - Added `disableMobilePrompt` option to InputText for OculusQuest(and other android base VR devices) ([shinyoshiaki](https://github.com/shinyoshiaki)) - Added `Button.delegatePickingToChildren` to let buttons delegate hit testing to embedded controls ([Deltakosh](https://github.com/deltakosh/)) - Added `Container.maxLayoutCycle` and `Container.logLayoutCycleErrors` to get more control over layout cycles ([Deltakosh](https://github.com/deltakosh/)) - Added `StackPanel.ignoreLayoutWarnings` to disable console warnings when controls with percentage size are added to a StackPanel ([Deltakosh](https://github.com/deltakosh/)) - Added `_getSVGAttribs` functionality for loading multiple svg icons from an external svg file via icon id. Fixed bug for Chrome. Strip icon id from image url for firefox.([lockphase](https://github.com/lockphase/)) - Scroll Viewer extended to include the use of images in the scroll bars([JohnK](https://github.com/BabylonJSGuide/)) ### Particles - Added the feature `expandable` to the Solid Particle System ([jerome](https://github.com/jbousquie/)) - Added the feature `removeParticles()` to the Solid Particle System ([jerome](https://github.com/jbousquie/)) - Added the feature "storable particles" and `insertParticlesFromArray()` to the Solid Particle System ([jerome](https://github.com/jbousquie/)) - Added the support for MultiMaterials to the Solid Particle System ([jerome](https://github.com/jbousquie/)) - Added support for `CustomParticleEmitter`. [Doc](https://doc.babylonjs.com/babylon101/particles#custom-emitter) ([Deltakosh](https://github.com/deltakosh/)) ### Navigation Mesh - Added moveAlong function to cast a segment on mavmesh ([CedricGuillemet](https://github.com/CedricGuillemet/)) ### Node Material - Added Light intensity output to LightInformationBlock ([Drigax](https://github.com/drigax)) ### Serializers - Added support for `AnimationGroup` serialization ([Drigax](https://github.com/drigax/)) - Expanded animation group serialization to include all targeted TransformNodes ([Drigax](https://github.com/drigax/)) ### Documentation - Added a note on shallow bounding of getBoundingInfo ([tibotiber](https://github.com/tibotiber)) - Added a typo fix to the ArcRotateCamera setPosition method description ([schm-dt](https://github.com/schm-dt)) ## Bug fixes - Fixed Textblock line spacing evaluation when linespacing > 0 ([Deltakosh](https://github.com/deltakosh/)) - Fixed Xbox One gamepad controller button schemes ([MackeyK24](https://github.com/MackeyK24/)) - 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)) - Fix Right Hand coordinates with directional lights and shadows, hemispheric lights and spot lights ([CedricGuillemet](https://github.com/CedricGuillemet)) - 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 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)) - Make planeDragGizmo usable on its own ([TrevorDev](https://github.com/TrevorDev)) - Fix useObjectOrienationForDragging for pointerDragBehavior when using a single axis drag ([TrevorDev](https://github.com/TrevorDev)) - Fix VR button not positioning correctly in canvas ([haroldma](https://github.com/haroldma)) - Fix check for material needing alpha blending in OutlineRenderer ([mkmc](https://github.com/mkmc)) - Fixed: scene's input manager's detachControl doesn't remove a wheel event listener ([RamilKadyrov](https://github.com/RamilKadyrov)) - Fixed Solid Particle System particle's idx and idxInShape initialization ([RamilKadyrov](https://github.com/RamilKadyrov)) - Added in ArcRotateCamera.storeState to save targetScreenOffset, in restoreState to restore it ([RamilKadyrov](https://github.com/RamilKadyrov)) - Fixed `CubeTexture` to keep custom `filesList` when serializing/parsing ([julien-moreau](https://github.com/julien-moreau)) - Fixed `StandardRenderingPipeline` to properly dispose post-processes from attached cameras ([julien-moreau](https://github.com/julien-moreau)) - Fixed `VolumetricLightScattering` post-process to use a custom vertex shader instead of the depth vertex shader. ([julien-moreau](https://github.com/julien-moreau)) - Fixed missing check in sceneTreeItemComponent resulting in gizmo to not end drag ([CedricGuillemet](https://github.com/CedricGuillemet)) - Added missing callback triggers within texture loaders ([PierreLeBlond](https://github.com/PierreLeBlond)) - Fixed `TextureLinkLineComponent` to no longer invert inspector-loaded textures ([Drigax](https://github.com/drigax)) - Fixed a single frame drop after leaving webxr on some devices ([RaananW](https://github.com/RaananW/)) - Fixed bug where vignette aspect ratio would be wrong when rendering direct to canvas - Fixed Path2 length computation ([Poolminer](https://github.com/Poolminer/)) - Cloning of `ShaderMaterial` also clone `shaderPath` and `options` properties ([Popov72](https://github.com/Popov72)) - Prevent an infinite loop when calling `engine.dispose()` in a scene with multiple `SoundTracks` defined ([kirbysayshi](https://github.com/kirbysayshi)) - Fixed missing properties in serialization / parsing of `coneParticleEmitter` ([Popov72](https://github.com/Popov72)) - Fix a bug with exit VR and Edge ([RaananW](https://github.com/RaananW/)) - Fixed an issue with size of texture in multiview ([RaananW](https://github.com/RaananW/)) - Fixed Path3D (bi)normals computation for specific edge cases ([Poolminer](https://github.com/Poolminer/)) - WebXR UI BUtton will only change to "In XR" after XR Session started ([RaananW](https://github.com/RaananW/)) - Fix bug when we call `Mesh.render` twice and the material is still not ready on the second call ([barroij](https://github.com/barroij/)) - Fixed an issue with pose input in webxr ([RaananW](https://github.com/RaananW/)) - Fixed bug when parsing animation group without 'to' value ([noalak](https://github.com/noalak/)) - isRightCamera and isLeftCamera were not set in WebXR ([RaananW](https://github.com/RaananW/)) - Sandbox will now load assets relatively path-ed to same folder ([Kyle Belfort](https://github.com/belfortk)) - Playground will now render the returned scene from createScene() when there are multiple scenes added to engine ([Kyle Belfort](https://github.com/belfortk)) - Fixed bug so Playground will now download .env texture files to ./textures in .zip ([Kyle Belfort](https://github.com/belfortk)) - It was not possible to change the gaze and laser color in VR ([#7323](https://github.com/BabylonJS/Babylon.js/issues/7323)) ([RaananW](https://github.com/RaananW/)) - Fixed issue where textures exported using Safari web browser are Y mirrored. ([#7352](https://github.com/BabylonJS/Babylon.js/issues/7352)) ([Drigax](https://github.com/drigax)) - Fix a bug when resizing a MRT ([Popov72](https://github.com/Popov72)) - Fixed an infinite clone recursion bug in `InstancedMesh` due to `DeepCopier.DeepCopy` cloning `parent` ([Poolminer](https://github.com/Poolminer/)) - Fixed an issue with multiview textures ([RaananW](https://github.com/RaananW/)) - Screenshot height and width is now forced to be integers to prevent mismatch with openGL context ([jekelija](https://github.com/jekelija)) - Fix shadow bound calculation in CSM shadow technique ([Popov72](https://github.com/Popov72)) - Disposing of the depthReducer used in CSM ([Popov72](https://github.com/Popov72)) - Fixed an issue with teleportation detach and attach ([#7419](https://github.com/BabylonJS/Babylon.js/issues/7419)) ([RaananW](https://github.com/RaananW/)) - Physics compound calculations were incorrect ([#7407](https://github.com/BabylonJS/Babylon.js/issues/7407)) ([RaananW](https://github.com/RaananW/)) ## 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)) - `Tools.ExtractMinAndMaxIndexed` and `Tools.ExtractMinAndMax` are now ambiant functions (available on `BABYLON.extractMinAndMaxIndexed` and `BABYLON.extractMinAndMax`) ([Deltakosh](https://github.com/deltakosh/)) - `Tools.QueueNewFrame` was removed in favor of `Engine.QueueNewFrame` ([Deltakosh](https://github.com/deltakosh/)) - Removed external data from Engine (`addExternalData`, `getExternalData`, `getOrAddExternalDataWithFactory`, `removeExternalData`) ([Deltakosh](https://github.com/deltakosh/)) - The glTF loader extensions that map to glTF 2.0 extensions will now be disabled if the extension is not present in `extensionsUsed`. ([bghgary](https://github.com/bghgary)) - The STL loader does not create light or camera automatically, please use `scene.createDefaultCameraOrLight();` in your code [Sebavan](https://github.com/sebavan/) - The glTF2 exporter extension no longer ignores childless empty nodes.([drigax](https://github.com/drigax)) - Default culling strategy changed to CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY ([Deltakosh](https://github.com/deltakosh/)) - `MaterialHelper.BindLight` and `MaterialHelper.BindLights` do not need the usePhysicalLight anymore ([Sebavan](https://github.com/sebavan/))