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)RenderTargetTexture.getCustomRenderList to overload the render list at rendering time (and possibly for each layer (2DArray) / face (Cube)) (Popov72)textures/opacity.png file to the Playground (Popov72)vertexSource and fragmentSource parameters to ShaderMaterial (Deltakosh)ShadowGenerator (Deltakosh)SSAORenderingPipeline and SSAO2RenderingPipeline (Deltakosh)Material.depthFunction property (Popov72)initialTab (ycw)NodeMaterial (Deltakosh)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)TrailMesh constructor is now TransformNode instead of AbstrachMesh (Popov72)useVertexAlpha options to MeshBuilder.CreateDashedLines (Popov72)DracoCompression when loading color attributes with VEC3. (bghgary)mesh.extras.targetNames when loading a glTF (zeux)MSFT_lod extension from a glTF binary. (bghgary)KHR_texture_basisu glTF extension. (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)CreateScreenshotUsingRenderTarget to render sprites (Popov72)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)SpriteManager.disableDepthWrite property (Popov72)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)ScrollViewer.freezeControls property to speed up rendering (Popov72)ImageScrollBar.num90RotationInVerticalMode property to let the user rotate the pictures when in vertical mode (Popov72)_onCanvasBlur event for controls to detect when the canvas loses focus. Fixes bug where sliders and color pickers would become stuck when canvas lost focus. (DarraghBurkeMS)particleSystem.isLocal for CPU particles to let the particles live in emitter local space. Doc (Deltakosh)expandable to the Solid Particle System (jerome)removeParticles() to the Solid Particle System (jerome)insertParticlesFromArray() to the Solid Particle System (jerome)CustomParticleEmitter. Doc (Deltakosh)MeshParticleEmitter. 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)ScrollViewer GUI class when setting a idealWidth or idealHeight on the ADT (Popov72)Image GUI class where some properties were lost after a rotation by n x 90° (Popov72)Image GUI class when rotating a SVG picture (Popov72)HDRCubeTexture construction, generateHarmonics was not properly taken into account (Popov72)reflectionTexture.linearSpecularLOD is true (Popov72)StandardMaterial and PBRMaterial where the mesh visibility value is not applied correctly when the material is frozen (Popov72)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)Mesh.bakeTransformIntoVertices now preserves child world-space transforms(drigax)setTexturesToUse and setCompressedTextureExclusions from Engine. (bghgary)