what's new.md 5.4 KB

  • 2.2.0:
    • Major updates
    • Blender can now bake Procedural textures & Cycles materials. Plus more. See documentation here Palmer-JC
    • Meshes can now be attached to bones. See documentation here and sample here deltakosh
    • HDR Rendering pipeline. See [demo here]() julien-moreau
    • New rewored StandardMaterial.isReady for better memory usage and performance deltakosh
    • Revamping of FBX exporter. Now supports animations and bones simonferquel, deltakosh
    • StandardMaterial.useGlossinessFromSpecularMapAlpha to use specular map alpha as glossiness level deltakosh
    • OBJ loader. See demo here Temechon
    • EdgesRenderer. See demo here deltakosh
    • Updates
    • Added support for StandardMaterial.roughness. See demo here deltakosh
    • Compression supported for raw textures deltakosh
    • New TonemapPostProcess. See demo here deltakosh
    • New options parameters for Box and Sphere. See demo here deltakosh
    • Added darkness support for soft shadows deltakosh
    • Added scene.getLensFlareSystemByName() deltakosh
    • Added LensFlareSystem.setEmitter() deltakosh
    • Added Color3.FromHexString() and Color3.toHexString() deltakosh
    • Added Color4.FromHexString() and Color4.toHexString() deltakosh
    • Added mesh.computeBonesUsingShaders to allow developers to disable HW skinning for low end devices deltakosh
    • Added material.disableDepthWrite (default is off) deltakosh
    • Added material.alphaMode (default is BABYLON.Engine.ALPHA_COMBINE, can be set to BABYLON.Engine.ALPHA_ADD, *_SUBTRACT, *_MULTIPLY or *_MAXIMIZED ) deltakosh, jahow
    • Added Animatable.reset() function deltakosh
    • New parameter for ArcRotateCamera.zoomOn to preserve maxZ deltakosh
    • PickingInfo.getNormal can now use either vertices normals or vertices positions deltakosh
    • Meshes can now support uv2, uv4, uv5 and uv6 for ShaderMaterials deltakosh
    • Panning support for ArcRotateCamera julien-moreau
    • Vertex color and diffuse color can now be mixed deltakosh
    • Depth-of-field improvements PR jahow
    • Engine now initialize WebGL with preserveDrawingBuffer = false by default deltakosh
    • withEpsilon with a user defined epsilon PR RaananW
    • Adding onAfterRender function in BABYLON.PostProcess PR julien-moreau
    • Improved shaders optimizer to remove specular code when not needed deltakosh
    • Added some utility functions to Vector2/3/4 PR jahow
    • New rawTexture.update function robgdl
    • Changes to meshes transform baking and added flipFaces PR 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 PR2 RaananW
    • onCollide callback for meshes calling moveWithCollisions. PR 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
    • Bug fixes
    • Fixing bug with rig cameras positioning deltakosh
    • Instance meshes' geometry ID is now serialized correctly. PR RaananW
    • Breaking changes
    • In LensRenderingPipeline: parameter dof_focus_depth (range 0..1) is deprecated, use dof_focus_distance (range 0..infinity) instead jahow