MaterialHelper.PushAttributesForInstances
(MarkusBillharz)PointerDragBehavior._options
(Popov72)VRExperienceHelper.exitVROnDoubleTap
(Deltakosh)Scene.getTextureByUniqueID
(aWeirdo)VideoDome
(RaananW)AnimationGroup.onAnimationGroupLoopObservable
(Deltakosh)referenceMeshToUseItsOwnMaterial
in the GlowLayer
(sebavan)RawTexture2DArray
to enable use of WebGL2 2D array textures by custom shaders (atg)alignTangentsWithPath
, slice
, getClosestPositionTo
(Poolminer)BABYLON.Basis.JSModuleURL
and BABYLON.Basis.WasmModuleURL
, for hosting the Basis transcoder locally (JasonAyre)DirectionalLight.autoCalcShadowZBounds
to automatically compute the shadowMinZ
and shadowMaxZ
values (Popov72)CascadedShadowGenerator.autoCalcDepthBounds
to improve the shadow quality rendering (Popov72)vertexSource
and fragmentSource
parameters to ShaderMaterial
(Deltakosh)ShadowGenerator
(Deltakosh)SSAORenderingPipeline
and SSAO2RenderingPipeline
(Deltakosh)Material.depthFunction
property (Popov72)initialTab
(ycw)Tools.CreateScreenshotAsync
and Tools.CreateScreenshotUsingRenderTargetAsync
(mehmetoguzderin)Color3.toHSV()
, Color3.toHSVToRef()
and Color3.HSVtoRGBToRef()
(Deltakosh)ShadowGenerator.onAfterShadowMapRenderObservable
and ShadowGenerator.onAfterShadowMapMeshRenderObservable
(Deltakosh)PhotoDome
(Deltakosh)TransformNode.instantiateHierarchy()
which try to instantiate (or clone) a node and its entire hiearchy (Deltakosh)BILLBOARDMODE_USE_POSITION
flag to billboards allowing use of camera positioning instead of orientation for mesh rotation (delaneyj)SubMesh._materialDefines
(Popov72)mesh.extras.targetNames
when loading a glTF (zeux)MSFT_lod
extension from a glTF binary. (bghgary)ShaderMaterial.setColor4Array
(JonathanTron)ShaderMaterial.setArray4
(JonathanTron)ShaderMaterial._shaderPath
(Popov72)scene.environmentIntensity
to control the IBL strength overall in a scene (Sebavan)WaterMaterial
(julien-moreau)pbrBRDFConfiguration.useSpecularGlossinessInputEnergyConservation
to allow Specular-Workflow energy conservation to be turned off (ColorDigital-PS).freeze
/ unfreeze
functions in ShaderMaterial
(Popov72)depthFunction
new property to Material
base class (Popov72)setCompressedTextureExclusions
method to Engine
to allow for skipping compressed textures on certain files (abogartz)size
of screenshot methods (Dok11)ISoundOptions.skipCodecCheck
to make Sound
more flexible with URLs (nbduke)Scene.audioListenerPositionProvider
property, to enable setting custom position of audio listener (Foxhoundn)SpriteMap
for creation of grid-based dynamically animated sprite atlas rendering (Beta) (Pryme8)Ray.intersectsAxis
to translate screen to axis coordinates without checking collisions (horusscope)xmlLoader
to load GUI layouts from XML (null0924)disableMobilePrompt
option to InputText for OculusQuest(and other android base VR devices) (shinyoshiaki)Button.delegatePickingToChildren
to let buttons delegate hit testing to embedded controls (Deltakosh)Container.maxLayoutCycle
and Container.logLayoutCycleErrors
to get more control over layout cycles (Deltakosh)StackPanel.ignoreLayoutWarnings
to disable console warnings when controls with percentage size are added to a StackPanel (Deltakosh)_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)expandable
to the Solid Particle System (jerome)removeParticles()
to the Solid Particle System (jerome)insertParticlesFromArray()
to the Solid Particle System (jerome)CustomParticleEmitter
. Doc (Deltakosh)AnimationGroup
serialization (Drigax)assetContainer
from scene will also remove gui layers (TrevorDev)goToFrame
when going back in time now correctly triggers future events when reached (zakhenry)Ray.intersectsTriangle
where the barycentric coordinates bu
and bv
being returned is actually bv
and bw
. (bghgary)onError
when creating a texture when falling back to another loader (TrevorDev)CubeTexture
to keep custom filesList
when serializing/parsing (julien-moreau)StandardRenderingPipeline
to properly dispose post-processes from attached cameras (julien-moreau)VolumetricLightScattering
post-process to use a custom vertex shader instead of the depth vertex shader. (julien-moreau)TextureLinkLineComponent
to no longer invert inspector-loaded textures (Drigax)ShaderMaterial
also clone shaderPath
and options
properties (Popov72)engine.dispose()
in a scene with multiple SoundTracks
defined (kirbysayshi)coneParticleEmitter
(Popov72)Mesh.render
twice and the material is still not ready on the second call (barroij)InstancedMesh
due to DeepCopier.DeepCopy
cloning parent
(Poolminer)Tools.ExtractMinAndMaxIndexed
and Tools.ExtractMinAndMax
are now ambiant functions (available on BABYLON.extractMinAndMaxIndexed
and BABYLON.extractMinAndMax
) (Deltakosh)Tools.QueueNewFrame
was removed in favor of Engine.QueueNewFrame
(Deltakosh)addExternalData
, getExternalData
, getOrAddExternalDataWithFactory
, removeExternalData
) (Deltakosh)extensionsUsed
. (bghgary)scene.createDefaultCameraOrLight();
in your code SebavanMaterialHelper.BindLight
and MaterialHelper.BindLights
do not need the usePhysicalLight anymore (Sebavan)