Releases: BabylonJS/Babylon.js
Releases · BabylonJS/Babylon.js
8.10.0
Changes:
- #16625: SH support in NME GS
- #16685: WebGPU bind groups: Improve error messages
- #16684: Convert color objects to vectors when using json pointers
- #16683: Consider morph targets influence when creating mesh decal
- #16665: Allow Image source to be set without Canvas
This list of changes was auto generated.
8.9.1
Changes:
- #16682: Frame Graph: make GPU picker work with frame graphs
- #16681: glTF Loader: Add visual test for cameras
- #16676: Update dependencies
- #16680: Viewer: small fixes to test apps
- #16679: PBRBlockReflectivity: Remove
f
suffix - #16678: PBR material: Fix code inlining
- #16675: Fix native build
- #16670: Texture max size - Some devices enforce a max texture size of 4096
- #16672: Viewer: add @babylonjs/materials as peerDependency
- #16668: WebGL: Fix flicker on MacOS
See More
- #16667: Fix rotation gizmo fragment shader angle when using right handed system
- #3: Add Color tint support to Sprite and Layer
- #11: Support Float32Array in Matrix instead of Matrix.
- #16662: Allow fx files in addons
- #16660: Prevent microphone feedback loop
- #16658: PBR material: Fix wrong reflectivity color in legacy specular mode
- #16657: Min/max reducer: add some documentation
- #16655: Fix the active camera rotation and position reference in glTF interactivity
- #16647: More
IMatrixLike
usage - #16656: Clarify wording of RenderTargetTexture constructor
This list of changes was auto generated.
8.9.0
Changes:
- #16654: RenderTargetTexture: Fix framebuffer not bound when post-processes are disabled
- #16653: Fix goToFrame
- #16646: Small cleanup to fx
- #16651: Fix the ignoreParentScaling situation for the camera
- #16652: PBR Sub-Surface Scattering: Fix a performance issue
- #16650: CDN switch for qrcode reader
- #16649: PBR material: Fix an incorrect #if evaluation in vertex shader
- #16648: instancedMesh: optimize initialization performance
- #16645: Introduce screenProjection for textrenderer
- #16642: now camera limit are computed on reframe interpolate or not
See More
- #16643: Improve error handling in CubeTexture
- #63: 2D ParticleSystem?
- #10: Lowercase and Unix
- #16644: Improved render quality of ADT with adjustToEngineHardwareScalingLevel
- #16393: Fix adaptive scaling setting in AdvancedDynamicTexture's CreateFullscreenUI
- #16641: instancedMesh: fix getWorldMatrix in case billboardMode of source mesh enabled
- #16638: Dispose all entities of an AssetContainer
- #16640: Use IColor*Like in ShaderMaterial API
- #16639: Add a new debug tool for the inspector to display meshes name
- #16637: Let Mesh.bakeTransformIntoVertices use DeepImmutable
- #16635: Add aniso + mipmaps
- #16617: Inspector msdf
- #16623: Skip SVG processing if no window/document or SVG support.
- #16634: Ensure the EffectRenderer uses expected index buffer length
- #16632: WebGPU: Fix buffer accesses outside of allowed range
- #16631: Math switch fixes
- #16633: Material: Fix image processing not taken into account when changed
- #16628: Move Vector4 to the same architecture as Vector3
- #16630: Add new test for msdf stroke
- #16583: Correct some misspellings thoughout Babylon
- #9707: Culling documentation
- #16629: Please leave the room exactly as you found it
- #16627: Flow graph Cancel delay fix
- #16626: Decals: Fix decalMap null at load time
- #16622: Add support for strokes for textRenderer
- #16621: Add Legacy diffuse lighting mode to PBR
This list of changes was auto generated.
8.8.5
8.8.4
8.8.3
8.8.2
Changes:
- #16613: Add inspector tools to debug particle attractors
- #16611: Add debug representation for attractors in particle systems
- #16605: Babylon Viewer Updates
- #16614: fix: don't unbind when changing framebuffer
- #16476: Specular Energy Conservation fix
- #10: Lowercase and Unix
- #16459: Viewer: Add shadow support
- #16610: Remove no AA for 3dCommerce
- #16609: Fix linting for new functionality
- #16608: Change return statements to continue in for loops
See More
- #16513: Replace forEach by for..of for performance reasons
- #16578: Linting - Async rules
- #16604: Viewer: Fix ignored options bug & camera framing with multiple models
- #16597: Compensation and kernel size for AA trained SPZ
This list of changes was auto generated.
8.8.0
8.7.1
Changes:
- #16600: Expose limitVelocityDamping parameter in particle system editor
- #16603: Fix #16600
- #16599: First installment of the Thin Maths
- #16601: Adding handling of InstacedMesh inside of addAllAssetsToContainer that was missing.
- #16602: FrameGraph: add support for motion blur
- #16596: Add WebAudio node and microphone input sound sources to AudioEngineV2
- #16598: fix shaders uninitialized members
- #16595: Fix screenshot tools fxaa background color
- #16594: USDZ Exporter: Some small fixes
- #16582: Add new addon to render text using MSDF
See More
- #35: Strange FPS drop
- #23: [question] list meshes with checkCollisions = true
- #21: Camera movement keys
- #16590: Sandbox: fix pan speed when model was loaded via drag and drop
- #16586: Fix (very broken) BVH animation
- #16579: Clamp NdotV to 0.0 for diffuse roughness
- #16591: Deleting particle system velocity limit throws error in console.
- #16593: Fix #16591
- #16592: Two buttons for creating velocity gradients on particle system editor
- #16588: Removed hard coded value for cameraGizmo
- #16589: Fix animation goToFrame with negative speedRatio
- #16587: bug fix - "moveWithCollisions" method parameter slideOnCollide==false now moves mesh to NEAR the collision point, instead of AT the collision point
- #16584: Make explicit the need for engine renderloop for end frame, and fix some small typos
- #16570: IFlowable added
- #16581: Add linear hex value to color picker when color is stored in linear mode
- #16580: new feature - slideOnCollide parameter for "abstractMesh.moveWithCollisions" (defaults to true)
This list of changes was auto generated.