what's new.md 34 KB

4.0.0

Major updates

  • New fancy forum!! (Deltakosh)
  • Inspector v2.0. Dev log (Deltakosh)
  • Added support for parallel shader compilation (Deltakosh)
  • Added Object Based Motion Blur post-process (julien-moreau)
  • Added support for AmmoJS as a physics plugin (Composite objects, motors, joints) (TrevorDev)
  • Added support for WebXR (TrevorDev)
    • Add customAnimationFrameRequester to allow sessions to hook into engine's render loop (TrevorDev)
    • camera customDefaultRenderTarget to allow cameras to render to a custom render target (eg. xr framebuffer) instead of the canvas (TrevorDev)
    • webXR camera which can be updated by a webXRSession (TrevorDev)
    • webXRSessionManager to bridge xrSession to babylon's camera/engine (TrevorDev)
    • webXRExperienceHelper to setup a default XR experience (TrevorDev)
    • WebXREnterExitUI and WebXRManagedOutputCanvas classes to configure the XR experience (TrevorDev)
    • WebXRInput manage controllers for the XR experience (TrevorDev)
    • WebXR camera rotation using parent container (TrevorDev)
  • GUI:
    • Added control.useBitmapCache to optimize re-rendering of complex controls by keeping a cached version (Deltakosh)
    • Added new ImageBasedSlider to let users customize sliders using images (Deltakosh)
    • Added support for clipboard events to let users perform cut, copy and paste events (Saket Saurabh)
    • Added new ScrollViewer with mouse wheel scrolling for larger containers to be viewed using Sliders (JohnK / Deltakosh)
    • Moved to a measure / draw mechanism (Deltakosh)
    • Added support for nine patch stretch mode for images. (Deltakosh)
    • InvalidateRect added to AdvancedDynamicTexture to improve perf for heavily populated GUIs, works with shadows (TrevorDev) **** NEED DEMO or DOC LINK)
  • Migrated the code to modules and deploy ES6 npm packages (Sebavan)
  • Added TrailMesh class. Credit to furcatomasz (danjpar) **** NEED DEMO or DOC LINK)
  • Support rendering to a Multiview outputRenderTargetTexture with multiview engine component to improve performance for XR scenarios (TrevorDev)
  • PBR:
    • Added Inspector Debug Mode (Sebavan) **** NEED DEMO or DOC LINK)
    • Added Smith Height Correlated Visibility term to PBR (Sebavan) **** NEED DEMO or DOC LINK)
    • Added energy conservation through Multiscattering BRDF support to PBR (Sebavan) **** NEED DEMO or DOC LINK)
    • Added clear coat support to PBR (Sebavan) **** NEED DEMO or DOC LINK)
    • Added anisotropy support to PBR (Sebavan) **** NEED DEMO or DOC LINK)
    • Added sheen support to PBR (Sebavan) **** NEED DEMO or DOC LINK)
    • Added sub-surface support to PBR (Sebavan) **** NEED DEMO or DOC LINK)
    • Added SH Harmonics support to PBR (Sebavan) **** NEED DEMO or DOC LINK)
  • Added a STL exporter (pryme8)

Optimizations

  • Added an engine creation option to compile all shaders with medium precision (Deltakosh)
  • Optimized effect reused for shadow maps (Deltakosh)
  • Added support for Scissor testing (Deltakosh)
  • Improved shader precision detection (Deltakosh)
  • Added support for bone matrix texture. Now skeletons will use a texture instead of uniforms when possible (Deltakosh)
  • Refactored of the SolidParticleSystem code for performance and code quality improvement (barroij)
  • Added per solid particle culling possibility : solidParticle.isInFrustum() (jerome)
  • Performance oriented changes (barroij)
    • Prevented avoidable matrix inversion or square root computation
    • Enabled a removal in O(1) from the transformNodes array and materials array of the Scene. As a consequence, the order of the element within these arrays might change during a removal
    • Enabled a removal in O(1) from the instances array of a Mesh. As a consequence, the order of the element within this array might change during a removal
    • Stopped calling Array.splice on the scene.meshes array and on the engine._uniformBuffer when removing an element. As a consequence, the order of the element within these arrays might change during a removal
    • Added an option useGeometryUniqueIdsMap in the Scene constructor options. When set to true, each Scene isntance will have and will keep up-to-date a map of geometry per uniqueId. This is to avoid browsing all the geometries of the scene when a new one is being pushed. It also enables a removal of geometry in O(1). Disabled by default
    • Added an option useMaterialMeshMap in the Scene constructor options. When set to true, each Material isntance will have and will keep up-to-date a map of its bound meshes. This is to avoid browsing all the meshes of the scene to retrieve the ones bound to the current material when disposing the Material. Disabled by default
    • Added an option useClonedMeshhMap in the Scene constructor options. When set to true, each Mesh will have and will keep up-to-date a map of cloned meshes. This is to avoid browsing all the meshes of the scene to retrieve the ones that have the current mesh as source mesh. Disabled by default
    • Added blockfreeActiveMeshesAndRenderingGroups property in the Scene, following the same model as blockMaterialDirtyMechanism. This is to avoid calling Scene.freeActiveMeshes and Scene.freeRenderingGroups for each disposed mesh when we dispose several meshes in a row. One have to set blockfreeActiveMeshesAndRenderingGroups to true just before disposing the meshes, and set it back to false just after
    • Prevented code from doing useless and possible time consuming computation when disposing the ShaderMaterial of a LinesMesh
    • Make a better use of the isIdentity cached value within a Matrix
    • Make sure we browse all the submeshes only once in Material.markAsDirty function
    • Added an Vector3.UnprojectRayToRef static function to avoid computing and inverting the projection matrix twice when updating a Ray.
  • Added per mesh culling strategy (jerome)

Updates

GUI

  • Added inputText.onKeyboardEventProcessedObservable (Deltakosh)
  • Added button.image and button.textBlock to simplify access to button internal parts (Deltakosh)
  • Added slider.displayThumb to show/hide slider's thumb (Deltakosh)
  • Added grid.rowCount, grid.columnCount and grid.getChildrenAt() (Deltakosh)
  • Added Control.AllowAlphaInheritance to let users control the way alpha is used (inherited or not) (Deltakosh)
  • Added support for performing operations like select all, text highlight, delete selected in inputText (Saket Saurabh)
  • Added inputText.onTextCopyObservable, inputText.onTextCutObservable and inputText.onTextPasteObservable to inputText (Saket Saurabh)
  • Added AdvancedDynamicTexture.onClipboardObservable to observe for clipboard events in AdvancedDynamicTexture(Saket Saurabh)
  • Added inputText.onFocusSelectAll to allow complete selection of text on focus event.(Saket Saurabh)
  • Added mouse drag to highlight text in inputText (Saket Saurabh)

Core Engine

  • Add reflectionMatrix support for more coordinatesMode's (Dennis Dervisis)
  • Added new WebRequest class to centralize all network requests. Can be used to configure headers of all network requests (Deltakosh)
  • Added WebRequest.CustomRequestHeaders, WebRequest.UseCustomRequestHeaders to send Custom Request Headers alongside XMLHttpRequest's i.e. when loading files (Tools.Loadfile) from resources requiring special headers like 'Authorization' (susares)
  • Added support for user clip planes to LineMeshes (Deltakosh)
  • Added shadowGenerator.onBeforeShadowMapRenderMeshObservable (Deltakosh)
  • Added support for scene.customLODSelector to let users define their own LOD rules (Deltakosh)
  • Added animatable.onAnimationLoopObservable (Deltakosh)
  • Added animationGroup.onAnimationLoopObservable (Deltakosh)
  • Added FlyCamera for free navigation in 3D space, with a limited set of settings (Phuein)
  • Added Engine.onNewSceneAddedObservable (Deltakosh)
  • Added new PassCubePostProcess to render cube map content (Deltakosh)
  • Added support for utility layer for SkeletonViewer (Deltakosh)
  • Added utility function Tools.BuildArray for array initialisation (barroij)
  • Introduced a new IOfflineSupport interface to hide IndexedDB (Deltakosh)
  • PBRMaterial and StandardMaterial now use hot swapping feature for shaders. This means they can keep using a previous shader while a new one is being compiled (Deltakosh)
  • Align BoundingBox and BoundingSphere API and behavior for clarity and simplicity. As a consequence, the BoundingBox's method setWorldMatrix has been removed and the underlying world matrix cannot be modified but by calling reConstruct or update. (barroij)
  • Make sure that Material.markAsDirty and all the markXXXDirty methods early out when scene.blockMaterialDirtyMechanism is true. (barroij)
  • Add updateUpVectorFromRotation to target camera to allow the up vector to be computed from rotation (TrevorDev)
  • Added wrap boolean parameter to CreateBox options to orientate images vertically on box sides (JohnK)
  • Added opacity texture support to GridMaterial (Deltakosh)
  • Added support for deserializing morph target animations in animation groups
  • AssetContainer dispose method (TrevorDev)
  • Loading texture with KTX will fallback to non-KTX loader if KTX loader fails (TrevorDev)
  • Layer are now supported in RenderTargetTexture (Sebavan)
  • Make onscreen joystick's canvas public (TrevorDev)
  • Added .serialize and .Parse functions in ReflectionProbe to retrieve reflection probes when parsing a previously serialized material (julien-moreau)
  • GizmoManager clearGizmoOnEmptyPointerEvent options and onAttachedToMeshObservable event (TrevorDev)
  • Added support for overriding the mesh used for the world matrix for a mesh with a skeleton (bghgary)
  • Added support for linking a bone to a transform node (bghgary)
  • Factored out setDirection function from lookAt for transform node (bghgary)
  • Add support for setting renderingGroupId and creating instances to AxesViewer (bghgary)
  • Invert vScale of compressed ktx textures as they are inverted in the file and UNPACK_FLIP_Y_WEBGL is not supported by ktx (TrevorDev)
  • Enable dragging in boundingBoxGizmo without needing a parent (TrevorDev)
  • Added InputsManager and keyboard bindings for FollowCamera. (mrdunk)
  • Fix typo in FollowCamera InputsManager when limiting rotation to 360 degrees. (mrdunk)
  • In FollowCamera InputsManager, allow choice of modifier key (Alt, Ctrl and/or Shift) for each camera movement axis. (mrdunk)
  • Added MouseWheel bindings for FollowCamera. (mrdunk)
  • Tweak MouseWheel bindings for FollowCamera orientations. (mrdunk)
  • Added maximum and minimum limits for FollowCamera parameters. (mrdunk)
  • Convert ArcRotateCamera to use new BaseCameraPointersInput. (mrdunk)
  • Added transparency support to GlowLayer (Sebavan)
  • Added option forceDisposeChildren to multiMaterial.dispose (danjpar)
  • Added Pointer bindings for FollowCamera. (mrdunk)
  • Inspector light gizmo with icons (TrevorDev)
  • Added option multiMultiMaterials to mesh.mergeMeshes (danjpar)
  • Expose fallback camera distortion metrics option in vrExperienceHelper (TrevorDev)
  • Added OnAfterEnteringVRObservable to webVRHelper (TrevorDev)
  • Added Support for Side By Side and Top/Bottom VR videos in the video dome (Sebavan)
  • Added UnitTests for BaseCameraPointersInput and ArcRotateCameraPointersInput. (mrdunk)
  • onActiveCameraChanged shouldn't be fired when rendering rig cameras (TrevorDev)
  • Added MeshExploder class (danjpar)
  • Observables can now make observers top or bottom priority (TrevorDev)
  • Mesh outline no longer is shown through the mesh when it's transparent (TrevorDev)
  • DeviceOrientationCamera will no longer be modified by mouse input when the orientation sensor is active (TrevorDev)
  • Added LoadScriptAsync tools helper function MackeyK24)
  • Added customShaderNameResolve to PBRMaterialBase to allow subclasses to specify custom shader information MackeyK24)
  • Added PBRCustomMaterial to material library to allow easy subclassing of PBR materials MackeyK24)
  • Added custom defines for roughness and microsurface in PBRCustomMaterial Lockphase)
  • Added auto-exposure support in StandardRenderingPipeline when HDR is enabled (julien-moreau)
  • Add EquiRectangularCubeTexture class to enable the usage of browser-canvas supported images as CubeTexture's (Dennis Dervisis)
  • Add EquiRectangularCubeTextureAssetTask to be able to load EquiRectangularCubeTexturess via Asset Manager (Dennis Dervisis)
  • Added Matrix.RotationAlignToRef method to obtain rotation matrix from one vector to another (sable)
  • ArcRotateCamera will now cache the necessary matrices when modifying its upVector, instead of calculating them each time they're needed (sable)
  • Update DracoCompression to use web workers (bghgary)
  • Added LOD Babylon Mesh Entities to support to babylonFileLoader.ts (MackeyK24)

OBJ Loader

  • Add color vertex support (not part of standard) (brianzinn)
  • Add option for silently failing when materials fail to load (brianzinn)
  • Add option to skip loading materials (brianzinn)

glTF Loader

  • Added support for mesh instancing for improved performance when multiple nodes point to the same mesh (bghgary)
  • Create TransformNode objects instead of Mesh objects for glTF nodes without geometry (bghgary)
  • Added glTF JSON pointers to metadata of nodes, materials, and textures (bghgary)
  • Load KTX textures in the gltf2 loader when textureFormat is set on engine (TrevorDev)
  • Skinned meshes now behave as intended by glTF (bghgary)
    • Skinned meshes now set an override mesh instead of reparenting to the __root__ transform node
    • Loaded bones are linked with the transform node created for the corresponding glTF node
  • Improve load performance by blocking material dirtying during load (bghgary)
  • Added animation group target override to support custom animation targets (MackeyK24)
  • Added loadMeshPrimitiveAsync extension support (MackeyK24)

glTF Serializer

  • Added support for exporting KHR_lights_punctual
  • Exporting a glTF from a Babylon scene with right-handed coordinate system should no longer cause the mesh normals to flip.(Nicholas Barlow)

Post-Processes Library

Materials Library

  • Added the cameraOffset vector property in the SkyMaterial to get an offset according to the horizon (julien-moreau)
  • Fixed GradientMaterial to consider disableLighting working as emissive (julien-moreau)
  • Fixed fresnel term computation in WaterMaterial (julien-moreau)
  • Fixed TerrainMaterial.isReadyForSubMesh to remove WebGL warnings (julien-moreau)
  • Fixed MixMaterial.isReadyForSubMesh to remove WebGL warnings (dad72)

Infrastructure

  • Migrating CI to Azure DevOps pipelines (Sebavan)
  • Test both WebGL1 and WebGL2 (Sebavan)

Viewer

Bug fixes

  • Fixed ArcRotateCamera.setTarget (position was sometimes wrong) (Deltakosh)
  • Fixed TransformNode.setDirection (orientation was wrong) (Deltakosh)
  • Fixed ArcRotateCamera control when upVector was modified (Deltakosh)
  • Fixed anaglyph mode for Free and Universal cameras (Deltakosh)
  • Fixed FileLoader's loading of a skybox, & added a parsed value for whether to create with PBR or STDMaterial (Palmer-JC)
  • Removed bones from rootNodes where they should never have been (Deltakosh)
  • Refocusing on input gui with pointer events (TrevorDev)
  • Gizmo scaling not consistent when camera is parented (TrevorDev)
  • Context loss causing unexpected results with dynamic textures, geometries with the same name and reflectionTextures (TrevorDev)
  • CreateScreenshotUsingRenderTarget stretches mirror textures when setting both width and height (TrevorDev)
  • VR helper only updating vr cameras position when entering vr, rotation was missing, laser distance stopped working (TrevorDev)
  • Fix VR controllers after gltfLoader transformNode was changed (TrevorDev)
  • Bounding Box fixedDragMeshScreenSize stopped working and allow rotating through bounding box (TrevorDev)
  • VR helper would rotate non vr camera while in VR (TrevorDev)
  • PointerDragBahavior using Mesh as base type, causing type-checking problems with AbstractMesh (Poolminer)
  • TransformNode lookAt not working in world space when node's parent has rotation (TrevorDev)
  • MakeNotPickableAndWrapInBoundingBox had unexpected behavior when input had scaling of 0 on an axis (TrevorDev)
  • Fixed an issue with loading base64 encoded images in the glTF loader (bghgary)
  • In multi-camera scenes the inspector would cause the camera's interaction events to get detached (TrevorDev)
  • Fix delete highlighted text after keyboard input, beat delay after double click event in InputText (Saket Saurabh)
  • SixDofDragBehavior will support when the camera is parented (TrevorDev)
  • Deactivate webvr lasers when not in vr (TrevorDev)
  • Update physics position using absolutePosition instead of pivotPosition (TrevorDev)
  • Disable camera arrow key controls when the Command key is selected on Mac OS (kcoley)
  • Viewer should not set receiveShadows on an instanced mesh (TrevorDev)
  • Rotation/Scaling snapping not working in the negative direction (TrevorDev)
  • Updated comment in TransformNode.rotationQuaternion to include undefined as one of the potential return values (nathankmiller)
  • CannonJS ignores connectedPivot joint parameter (TrevorDev)
  • Fix case sensitive paths (mrdunk)
  • Fix more case sensitive paths (mrdunk)
  • Attaching a BoundingBoxGizmo on a child node shouldn't remove its parent (TrevorDev)
  • AmmoJS fix include issue caused after modules update and use world contact point to be consistent with Oimo and Cannon (TrevorDev)
  • Warn of motor with maxForce in Oimo plugin and set default force to be consistent with others, cannonJS support no impostor, cannonJS cylinder axis, ammoJS wake up impostor when apply force/impulse (TrevorDev)
  • Utility layer should render on last active camera (TrevorDev)
  • PointerDragBehavior should not let the drag plane get out of sync when rotating the object during dragging (TrevorDev)
  • Do not crash the application if webVR submitFrame fails (TrevorDev)
  • Fix pinch action on FollowCameraPointersInput (mrdunk)
  • Tools.CreateScreenshot stopped working (TrevorDev)
  • Inspector showing duplicate nodes when attached to gizmo (TrevorDev)
  • Add missing dependencies for files to support including them from a direct path (eg. import "@babylonjs/core/Helpers/sceneHelpers";) (TrevorDev)
  • AssetContainer should not dispose objects it doesn't contain. Support for environmentTexture add/remove (TrevorDev)
  • Fix mesh.visibility not working properly when certain material properties are set that changes the interpretation of alpha (e.g. refraction, specular over alpha, etc.) (bghgary)
  • Fix material and texture leak when loading/removing GLTF/obj/babylon files with AssetContainer (TrevorDev)
  • Avoid exception when removing impostor during cannon world step (TrevorDev)
  • Fix ArcRotateCamera divide by zero error (when looking along up axis) in rebuildAnglesAndRadius (sable)
  • Fix ArcRotateCamera rebuildAnglesAndRadius when upVector modified (sable)
  • Fix code branch, that does not try to (re)load an EquiRectangularCubeTexture/HDRCubeTexture when the caching returns an empty or corrupt InternalTexture (Dennis Dervisis)
  • Add error eventlistener (bubbling up the onError callback chain) in case an EquiRectangularCubeTexture cannot be loaded, because of a wrong path or IO problems (Dennis Dervisis)
  • 3D GUI buttons no longer will scale up when pressing with a multitouch device (TrevorDev)
  • 2D GUI elements will use the last clicked controller instead of only the right controller when dual VR controllers are interacting with an element (TrevorDev)

Core Engine

  • Fixed a bug with mesh.alwaysSelectAsActiveMesh preventing layerMask to be taken in account (Deltakosh)
  • Fixed a bug with pointer up being fire twice (Deltakosh)
  • Fixed a bug with particle systems being update once per camera instead of once per frame (Deltakosh)
  • Handle properly the LinesMesh intersectionThreshold by using its value directly when the intersection against a Ray is checked, instead of extending the BoundingInfo accordingly + Addded an InstancesLinesMesh class used to create instance of LinesMesh so that each instance can have its own intersectionThreshold value (barroij)
  • Fixed the LineEdgesRenderer used for edge rendering of LinesMesh handle properly LinesMesh made of disconnected lines + Make it work for instance of LinesMesh (barroij)
  • Fixed Matrix.toNormalMatrixfunction (barroij)
  • Add missing effect layer to asset container (TrevorDev)
  • Fixed effect layer compatibility with multi materials (Sebavan)
  • Added a DeepImmutable<T> type to specifiy that a referenced object should be considered recursively immutable, meaning that all its properties are readonly and that if a property is a reference to an object, this object is also recursively immutable. (barroij)
  • Fixed VideoTexture poster property when autoplay is turned off.
  • Fixed position and rotation of plane mesh created by MeshBuilder.CreatePlane when specifying a source plane (sable, bghgary)
  • Fixed inspector dynamic loading (Sebavan)
  • Fixed infiniteDistance not working anymore (Sebavan)
  • Fixed bug in SolidParticle BoundingSphere update within the SolidParticleSystem (barroij)
  • Update Picking so that when the picked Mesh is a LinesMesh, the index of the picked line is returned in the faceId property of the PickingInfo, as we do with face index the picked Mesh is made of triangle faces (barroij)
  • Do not clone mesh observables (Sebavan)
  • Fixed Inspector resolution with AMD loader (Sebavan)
  • Fix a bug when a call to updateIndices leads to changing the size of the index buffer by recreating the subMeshes in that case (barroij)
  • Add option to disable gazeTracker color changes in vrExperienceHelper (TrevorDev)
  • PointerDragBehavior validateDrag predicate to stop dragging to specific points (TrevorDev)
  • Auto Update Touch Action #5674(Sebavan)
  • Add hemispheric lighting to gizmos to avoid flat look (TrevorDev)
  • Fix a bug causing WebRequest.open to crash if WebRequest.CustomRequestHeaders are set #6055(susares)
  • Fix a bug causing Mesh.clone to crash if no physicsEngineComponent is used (barroij)
  • Fix zoom inertia making it difficult to zoom out with ArcRotateCamera (TrevorDev)

Viewer

Loaders

  • Added missing loadedAnimationGroups to MeshAssetTask (bghgary)

Breaking changes

  • All references to XmlHttpRequest were replace by WebRequest (which provides the same signatures) (Deltakosh)
  • Database.IDBStorageEnabled is now false by default (Deltakosh)
  • Database.openAsync was renamed by Database.open (Deltakosh)
  • scene.database was renamed to scene.offlineProvider (Deltakosh)
  • BoundingBox.setWorldMatrix was removed. BoundingBox.getWorldMatrix now returns a DeepImmutable<Matrix> (barroij)
  • Matrix's accessor m and method toArray and asArray now returns a DeepImmutable<Float32Array> as the matrix underlying array is not supposed to be modified manually from the outside of the class (barroij)
  • Removed some deprecated (flagged since 3.0) properties and functions (Deltakosh)
    • scene.getInterFramePerfCounter(): use SceneInstrumentation class instead
    • scene.interFramePerfCounter: use SceneInstrumentation class instead
    • scene.getLastFrameDuration(): use SceneInstrumentation class instead
    • scene.lastFramePerfCounter: use SceneInstrumentation class instead
    • scene.getEvaluateActiveMeshesDuration(): use SceneInstrumentation class instead
    • scene.evaluateActiveMeshesDurationPerfCounter: use SceneInstrumentation class instead
    • scene.getRenderTargetsDuration(): use SceneInstrumentation class instead
    • scene.getRenderDuration(): use SceneInstrumentation class instead
    • scene.renderDurationPerfCounter: use SceneInstrumentation class instead
    • scene.getParticlesDuration(): use SceneInstrumentation class instead
    • scene.particlesDurationPerfCounter: use SceneInstrumentation class instead
    • scene.getSpritesDuration(): use SceneInstrumentation class instead
    • scene.spriteDuractionPerfCounter: use SceneInstrumentation class instead
    • engine.drawCalls: use SceneInstrumentation class instead
    • engine.drawCallsPerfCounter: use SceneInstrumentation class instead
    • shadowGenerator.useVarianceShadowMap: use useExponentialShadowMap instead
    • shadowGenerator.useBlurVarianceShadowMap: use useBlurExponentialShadowMap instead
  • The glTF loader now creates InstancedMesh objects when two nodes point to the same mesh (bghgary)
  • The glTF loader now creates TransformNode objects instead of Mesh objects for glTF nodes without geometry (bghgary)
    • Note: The root node is still a Mesh object and is still the first in the returned list of meshes
    • TransformNode objects are excluded from the returned list of meshes when importing mesh
    • TransformNode objects do not raise onMeshLoaded events
  • xAxisMesh, yAxisMesh, and zAxisMesh of AxesViewer was renamed to xAxis, yAxis, and zAxis respectively and now return a TransformNode to represent the parent node of the cylinder and line of the arrow (bghgary)
  • Viewport.toglobal does not allow passing engine in to prevent circular dependency (Sebavan)
  • Vector3.UnprojectRayToRef has been moved to Ray.unprojectRayToRef instance method to decrease class coupling (Sebavan)
  • Material.ParseMultiMaterial has been moved to MultiMaterial.ParseMultiMaterial to decrease class coupling (Sebavan)
  • No more babylon.no-module.max.js javascript version has the Webpack UMD bundle covers both (Sebavan)
  • No more es6.js javascript as it is now available as a true es6 npm package (Sebavan)
  • No more babylon.worker.js javascript following the lack of usage from the feature (Sebavan)
  • No more Primitive Geometries as they were not in use since 2.0 (Sebavan)
  • Change shouldExportTransformNode callback in glTF serializer options to shouldExportNode(kcoley)
  • Changed PhysicsHelper method parameters for event calls (bobalazek)