- 2.2.0: - **Major updates** - Blender can now bake Procedural textures & Cycles materials. Plus more. See [documentation here](https://github.com/BabylonJS/Babylon.js/tree/master/Exporters/Blender) [Palmer-JC](https://github.com/Palmer-JC) - Meshes can now be attached to bones. See [documentation here](http://babylondoc.azurewebsites.net/page.php?p=22421) and [sample here](http://www.babylonjs-playground.com/#11BH6Z#18) [deltakosh](https://github.com/deltakosh) - HDR Rendering pipeline. See [demo here]() [julien-moreau](https://github.com/julien-moreau) - New rewored StandardMaterial.isReady for better memory usage and performance [deltakosh](https://github.com/deltakosh) - Revamping of FBX exporter. Now supports animations and bones [simonferquel](http://www.github.com/simonferquel), [deltakosh](https://github.com/deltakosh) - StandardMaterial.useGlossinessFromSpecularMapAlpha to use specular map alpha as glossiness level [deltakosh](https://github.com/deltakosh) - OBJ loader. See [demo here](http://www.babylonjs-playground.com/#28YUR5) [Temechon](https://github.com/Temechon) - EdgesRenderer. See [demo here](http://www.babylonjs-playground.com/#TYAHX#10) [deltakosh](https://github.com/deltakosh) - **Updates** - Added support for StandardMaterial.roughness. See [demo here](http://www.babylonjs-playground.com/#RNBKQ#8) [deltakosh](https://github.com/deltakosh) - Compression supported for raw textures [deltakosh](https://github.com/deltakosh) - New TonemapPostProcess. See [demo here](http://www.babylonjs-playground.com/#ELTGD) [deltakosh](https://github.com/deltakosh) - New options parameters for Box and Sphere. See [demo here](http://www.html5gamedevs.com/topic/17044-evolution-for-out-of-the-box-meshes-creation/) [deltakosh](https://github.com/deltakosh) - Added darkness support for soft shadows [deltakosh](https://github.com/deltakosh) - Added scene.getLensFlareSystemByName() [deltakosh](https://github.com/deltakosh) - Added LensFlareSystem.setEmitter() [deltakosh](https://github.com/deltakosh) - Added Color3.FromHexString() and Color3.toHexString() [deltakosh](https://github.com/deltakosh) - Added Color4.FromHexString() and Color4.toHexString() [deltakosh](https://github.com/deltakosh) - Added mesh.computeBonesUsingShaders to allow developers to disable HW skinning for low end devices [deltakosh](https://github.com/deltakosh) - Added material.disableDepthWrite (default is off) [deltakosh](https://github.com/deltakosh) - Added material.alphaMode (default is BABYLON.Engine.ALPHA_COMBINE, can be set to BABYLON.Engine.ALPHA_ADD, *_SUBTRACT, *_MULTIPLY or *_MAXIMIZED ) [deltakosh](https://github.com/deltakosh), [jahow](https://github.com/jahow) - Added Animatable.reset() function [deltakosh](https://github.com/deltakosh) - New parameter for ArcRotateCamera.zoomOn to preserve maxZ [deltakosh](https://github.com/deltakosh) - PickingInfo.getNormal can now use either vertices normals or vertices positions [deltakosh](https://github.com/deltakosh) - Meshes can now support uv2, uv4, uv5 and uv6 for ShaderMaterials [deltakosh](https://github.com/deltakosh) - Panning support for ArcRotateCamera [julien-moreau](https://github.com/julien-moreau) - Vertex color and diffuse color can now be mixed [deltakosh](https://github.com/deltakosh) - Depth-of-field improvements [PR](https://github.com/BabylonJS/Babylon.js/pull/567) [jahow](https://github.com/jahow) - Engine now initialize WebGL with preserveDrawingBuffer = false by default [deltakosh](https://github.com/deltakosh) - withEpsilon with a user defined epsilon [PR](https://github.com/BabylonJS/Babylon.js/pull/573) [RaananW](https://github.com/RaananW) - Adding onAfterRender function in BABYLON.PostProcess [PR](https://github.com/BabylonJS/Babylon.js/pull/572) [julien-moreau](https://github.com/julien-moreau) - Improved shaders optimizer to remove specular code when not needed [deltakosh](https://github.com/deltakosh) - Added some utility functions to Vector2/3/4 [PR](https://github.com/BabylonJS/Babylon.js/pull/578) [jahow](https://github.com/jahow) - New rawTexture.update function [robgdl](https://github.com/robgdl) - Changes to meshes transform baking and added flipFaces [PR](https://github.com/BabylonJS/Babylon.js/pull/579) [jahow](https://github.com/jahow) - SerializeMesh serializes a mesh or array of meshes to be imported with the loader's ImportMesh optionally including their children and/or parents. [PR](https://github.com/BabylonJS/Babylon.js/pull/583) [PR2](https://github.com/BabylonJS/Babylon.js/pull/609) [RaananW](https://github.com/RaananW) - onCollide callback for meshes calling moveWithCollisions. [PR](https://github.com/BabylonJS/Babylon.js/pull/585) [RaananW](https://github.com/RaananW) - Unity Exporter now uses game object name as the Babylon.js mesh name, instead of mesh name which is not unique when dealing with primitive objects (cubes, spheres, planes, etc..) [ozRocker] (https://github.com/punkoffice) - **Bug fixes** - Fixing bug with rig cameras positioning [deltakosh](https://github.com/deltakosh) - Instance meshes' geometry ID is now serialized correctly. [PR](https://github.com/BabylonJS/Babylon.js/pull/607) [RaananW](https://github.com/RaananW) - **Breaking changes** - In LensRenderingPipeline: parameter `dof_focus_depth` (range 0..1) is deprecated, use `dof_focus_distance` (range 0..infinity) instead [jahow](https://github.com/jahow)