BABYLON.FollowCamera used to smoothly follow a given target abogartzBABYLON.AssetsManager used to handle assets loading alongside loading screen display (deltakosh)Engine.displayLoadingUI(), Engine.hideLoadingUI(), Engine.loadingUiText. See more here (deltakosh)StandardMaterial. See demo here and wiki here (deltakosh)mesh.updateVerticesDataDirectly(kind, float32array) to update mesh data directly (deltakosh)camera.projectToScreen() function to transform a vector3 into a screen pixel (deltakosh)effect parameter to define custom shader for BABYLON.ParticleSystem constructor. See demo here and wiki here (deltakosh)StandardMaterial.useSpecularOverAlpha to define if you want specular to appear even on top of transparent surfaces (deltakosh)SceneLoader.Append function to append a babylon.js file to an existing scene (Palmer-JC)LinesMesh.alpha property (deltakosh)Mesh.applyDisplacementMap and Mesh.applyDisplacementMapFromBuffer (deltakosh)Mesh.renderOutline property to render outlines around a mesh (used with Mesh.outlineColor and Mesh.outlineWidth) (deltakosh)Light.includedOnlyMeshes array to define explicitely which mesh is affected by a light (deltakosh)mesh.registerAfterRender and mesh.unregisterAfterRender functions (deltakosh)fragmentElement parameter to define custom shader for BABYLON.ParticleSystem constructor (deltakosh)OnKeyDown and OnKeyUp triggers. See actions wiki for more info (deltakosh)Engine.Version property which returns a string with the current version (deltakosh)BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger. Documentation updated (deltakosh)BABYLON.LinesMesh. You can find a demo here (deltakosh)mesh.moveWithCollisions function. Used with mesh.ellipsoid and '''mesh.ellipsoidOffset```, this function can be used to move a mesh and use an ellipsoid around it to check collisions (deltakosh)BABYLON.PickingInfo.getTextureCoordinates() function (deltakosh)BABYLON.Scene.cameraToUseForPointers property that defines this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position (deltakosh)BABYLON.OculusOrientedCamera was replaced by BABYLON.OculusCamera for better integration into camera system (deltakosh)Mesh.CreateTiledGround() function (kostar111)BABYLON.Action: You can now create a complex system of interactions. More info here (deltakosh)BABYLON.Gamepads & BABYLON.Gamepad: Support for Gamepad API (Xbox 360 Pad & Generic Pads) (davrous)BABYLON.GamepadCamera: use a FPS-like camera controlled by your gamepad using 1 line of code (davrous)BABYLON.GroundMesh created by BABYLON.Mesh.Createground and BABYLON.Mesh.CreateGroundFromHeightMap. This object is optimized for collisions and rendering of grounds (!!!). A first feature is also included GroundMesh.getHeightAtCoordinates (deltakosh)samplingMode parameter when creating textures (deltakosh)scene.meshUnderPointer, scene.pointerX, scene.pointerY (deltakosh)Mesh.showSubMeshesBoundingBox to display sbumeshes bounding boxes (deltakosh)renderTargetTexture.refreshRate property to define the refresh rate of RenderTargetTexture: Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... (deltakosh)scene.beforeCameraRender and scene.afterCameraRender callbacks (deltakosh)startDirectionFunction and startPositionFunction (deltakosh)useAlphaFromDiffuseTexture option for standard material to use 8-it alpha channel from the diffuse texture instead of using it as an alpha test value (Platane)Tools.Log, Tools.Warn, Tools.Error functions. Filter can be applied using Tools.CurrentLoglevel (MaxenceBrasselet, deltakosh)setDirectionToTarget function added to SpotLight, HemisphericLight and DirectionalLight (Wingnutt)VertexData.CreateGroundFromHeightMap(deltakosh)Tools.CreateScreenshot(nicolas-obre)ArcRotateCamera.setPosition() (Celian)Mesh.setVerticesData signature is now: (kind, values, updatable) instead of (values, kind, updatable) in order to be consistent with Mesh.updateVerticesData deltakosh)mesh.showBoundingBox to display mesh's bounding box. You can configure back and front color using scene.getBoundingBoxRenderer(). This function returns a BABYLON.BoundingBoxRenderer where you can define backColor, frontColor and showBackLines (deltakosh)BABYLON.Mesh.CreateTorusKnot (deltakosh)BABYLON.AnaglyphArcRotateCamera and BABYLON.AnaglyphFreeCamera (michael-korbas), (deltakosh)BABYLON.StandardMaterial (demonixis)BABYLON.VertexData.ExtractFromMesh function (deltakosh)BABYLON.AnaglyphArcRotateCamera for example) (deltakosh)BABYLON.Engine.runEvenInBackground property. True by default. It allows you to stop rendering when the browser is not the foreground application. (deltakosh)onCompiled and onError (deltakosh)BABYLON.ShaderMaterial object to simply create custom shaders (deltakosh) - See Custom shader - cell shadingBABYLON.VertexData object to easily manipulates vertex attributes (deltakosh) - See VertexDataBABYLON.CubeTexture constructor (deltakosh)BABYLON.Color3.FromInts() and BABYLON.Color4.FromInts() (deltakosh)BABYLON.VideoTexture constructor (deltakosh)BABYLON.Scene.getCameraByID function (deltakosh)BABYLON.Scene.setActiveCameraByName() function (deltakosh)BABYLON.Scene.activeCameraByID() to BABYLON.Scene.setActiveCameraByID() (deltakosh)BABYLON.SceneSerializer.Serialize function (deltakosh)mesh.convertToFlatShadedMesh()) (deltakosh)mesh.rotate and mesh.translate functions to rotate and translate mesh both locally and globally (deltakosh)ParticleSystem.forceDepthWrite (deltakosh)mesh.lookAt function (professorF)mesh.setAbsolutePosition function (gwenael-hagenmuller)mesh.infiniteDistance (deltakosh)matrix.multiply function (up to 50% faster) (deltakosh)animation.currentFrame property to get current animation frame (deltakosh)animation.floatInterpolateFunction property to define custom float interpolation function (deltakosh)animation.vector3InterpolateFunction property to define custom vector3 interpolation function (deltakosh)animation.quaternionInterpolateFunction property to define custom quaternion interpolation function (deltakosh)light.excludedMeshes property to exclude specific meshes from light computation (deltakosh)texture.anisotropicFilteringLevel property to define the anisotropic level of a texture (deltakosh)mesh.infiniteDistance property to make a mesh static from the point of view of the camera (deltakosh)scene.customRenderTargets property to add our own renderTargetTexture (deltakosh)lockedTarget for freeCamera in order to allow cameras to track moving targets (deltakosh)angularSensibility property for cameras (deltakosh)upVector property for cameras. Cameras are now not limited to a (0, 1, 0) up vector (deltakosh)parent property for cameras and lights: Lights, cameras and meshes can be related. For instance a camera can now be attached to a mesh as child and vice versa (deltakosh)SceneLoader.ImportMesh (nicolas-obre)DeviceOrientationCamera that supports W3C DeviceOrientations events (deltakosh)mesh.renderingGroupId and particleSystem.renderingGroupId properties to support rendering layers (deltakosh)predicate parameter for scene.pick function in order to be able to select pickable meshes (deltakosh)mesh.refreshBoundingInfo() method (deltakosh)onAnimationEnd parameter for animations (deltakosh)dispose() function and a disposeWhenFinishedAnimating property to sprites (Cyle)applyTransform() function to meshes in order to bake a specific transformation into vertices (deltakosh)setPivotMatrix() and getPivotMatrix() to meshes to define pivot matrix (deltakosh)Mesh.CreateCylinder now takes two diameters as parameters to be able to create cone (deltakosh)material.Clone function (deltakosh)scene.IsReady() is more robust now and can be used to detect when the scene is EFFECTIVELY ready :) (deltakosh)attachControl() function (deltakosh)scene.pick() function (deltakosh)