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@@ -8,7 +8,7 @@
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- Added [support for AmmoJS](https://doc.babylonjs.com/how_to/using_the_physics_engine) as a physics plugin (Composite objects, motors, joints) ([TrevorDev](https://github.com/TrevorDev))
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- Added support for soft bodies, which are 3D softbody, 2D cloth and 1D rope, in Ammo physics plugin. [Doc](https://doc.babylonjs.com/how_to/soft_bodies) ([JohnK](https://github.com/BabylonJSGuide))
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- Added support for [Convex Hull Impostor][https://github.com/kripken/ammo.js/blob/master/bullet/src/BulletCollision/CollisionShapes/btConvexHullShape.h] using Ammo.js plugin ([MackeyK24](https://github.com/mackeyk24))
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- - Added AmmoJSPlugin scene file loader [MackeyK24](https://github.com/mackeyk24))
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+ - Added AmmoJSPlugin scene file loader [MackeyK24](https://github.com/mackeyk24))
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- Added support for [WebXR](https://doc.babylonjs.com/how_to/webxr) ([TrevorDev](https://github.com/TrevorDev))
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- Add customAnimationFrameRequester to allow sessions to hook into engine's render loop ([TrevorDev](https://github.com/TrevorDev))
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- camera customDefaultRenderTarget to allow cameras to render to a custom render target (eg. xr framebuffer) instead of the canvas ([TrevorDev](https://github.com/TrevorDev))
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@@ -131,7 +131,7 @@
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- Observables can now make observers top or bottom priority ([TrevorDev](https://github.com/TrevorDev))
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- Mesh outline no longer is shown through the mesh when it's transparent ([TrevorDev](https://github.com/TrevorDev))
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- DeviceOrientationCamera will no longer be modified by mouse input if the orientation sensor is active ([TrevorDev](https://github.com/TrevorDev))
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-- Added LoadScriptAsync tools helper function [MackeyK24](https://github.com/mackeyk24))
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+- Added LoadScriptAsync tools helper function [MackeyK24](https://github.com/mackeyk24))
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- Added customShaderNameResolve to PBRMaterialBase to allow subclasses to specify custom shader information [MackeyK24](https://github.com/mackeyk24))
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- Added PBRCustomMaterial to material library to allow easy subclassing of PBR materials [MackeyK24](https://github.com/mackeyk24))
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- Added `auto-exposure` support in `StandardRenderingPipeline` when `HDR` is enabled ([julien-moreau](https://github.com/julien-moreau))
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@@ -151,7 +151,7 @@
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- Skinned meshes now set an override mesh instead of reparenting to the `__root__` transform node
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- Loaded bones are linked with the transform node created for the corresponding glTF node
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- Add `EquiRectangularCubeTexture` class to enable the usage of browser-canvas supported images as `CubeTexture`'s ([Dennis Dervisis](https://github.com/ddervisis))
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-- Add `EquiRectangularCubeTextureAssetTask` to be able to load `EquiRectangularCubeTextures`s via Asset Manager ([Dennis Dervisis](https://github.com/ddervisis))
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+- Add `EquiRectangularCubeTextureAssetTask` to be able to load `EquiRectangularCubeTexture`s via Asset Manager ([Dennis Dervisis](https://github.com/ddervisis))
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### glTF Serializer
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@@ -218,6 +218,8 @@
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- 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](https://github.com/bghgary))
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- Fix material and texture leak when loading/removing GLTF/obj/babylon files with AssetContainer ([TrevorDev](https://github.com/TrevorDev))
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- Avoid exception when removing impostor during cannon world step ([TrevorDev](https://github.com/TrevorDev))
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+- Fix code branch, that does not try to (re)load a `EquiRectangularCubeTexture`/`HDRCubeTexture` when the caching returns an empty or corrupt `InternalTexture` ([Dennis Dervisis](https://github.com/ddervisis))
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+- Add error eventlistener (bubbling up the onError callback chain) in case an `EquiRectangularCubeTexture` can not be loaded, because of a wrong path or IO problems ([Dennis Dervisis](https://github.com/ddervisis))
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### Core Engine
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- Fixed a bug with `mesh.alwaysSelectAsActiveMesh` preventing layerMask to be taken in account ([Deltakosh](https://github.com/deltakosh))
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