github BabylonJS/Babylon.js v1.12
on GitHub

  • Major updates
    • Babylon.js is now entirely developed using TypeScript (deltakosh, davrous)
    • Physics plugins: You can add your own physics engine to Babylon.js. More info here. Cannon.js is the first supported plugin (deltakosh)
    • BABYLON.Action: You can now create a complex system of interactions. More info here (deltakosh)
    • Babylon.js Playground: Experiment and learn Babylon.js using the playground (deltakosh)
    • Geometry system (gwenael-hagenmuller)
    • Support for TGA textures based on Vincent Thibault work (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)
    • Hardware accelerated instances used to render identical meshes. More info here (deltakosh)
    • New 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)
    • Beta: New exporter for 3ds Max 2013+ (deltakosh)
  • Updates
    • DDS: Support for RGB, Luminance and cube file format (deltakosh)
    • New LensFlareSystem.isEnabled property (deltakosh)
    • New samplingMode parameter when creating textures (deltakosh)
    • Blender: changed object.isVisible to reflect the corresponding param in Blender (vousk)
    • New properties: scene.meshUnderPointer, scene.pointerX, scene.pointerY (deltakosh)
    • Added “layerMask” property to meshes and cameras (marcolebdech)
    • New Mesh.showSubMeshesBoundingBox to display sbumeshes bounding boxes (deltakosh)
    • Octree are now more generics and used to optimize rendering, collisions and picking. More info (deltakosh)
    • Shadows now support alpha testing (deltakosh)
    • New feature demo: particles (deltakosh)
    • New 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)
    • New scene.beforeCameraRender and scene.afterCameraRender callbacks (deltakosh)
    • New custom functions for ParticleSystem: 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)
    • New Tools.Log, Tools.Warn, Tools.Error functions. Filter can be applied using Tools.CurrentLoglevel (MaxenceBrasselet, deltakosh)
    • Using grunt-contrib-uglify to reduce babylon.js size (from 500KB to 384KB) (deltakosh)
    • setDirectionToTarget function added to SpotLight, HemisphericLight and DirectionalLight (Wingnutt)
    • Picking now takes viewport in account (deltakosh)
    • Point lights and spot lights now have a range (deltakosh)
    • Color3 interpolator for animations (deltakosh)
    • New function: VertexData.CreateGroundFromHeightMap(deltakosh)
    • New function: Tools.CreateScreenshot(nicolas-obre)
  • Bugfixes
    • Fixing ArcRotateCamera.setPosition() (Celian)
    • RenderTarget crashed when used with incremental engine (deltakosh)
    • Depth clear is now more controlled (Mainly for Ejecta) (deltakosh)
    • Fixed a bug with ratio when using RenderTargetTexture deltakosh)
    • Fixed a bug in the sandbox tool (davrous)
    • Fixed a bug with skybox seams holcombj)
    • Moved mousewheel event from window to canvas deltakosh)
    • Fixed matricesIndices serialization (gwenael-hagenmuller)
    • Bug fix and GC optimisation on CSG (clementlevasseur)
  • Breaking changes
    • Mesh.setVerticesData signature is now: (kind, values, updatable) instead of (values, kind, updatable) in order to be consistent with Mesh.updateVerticesData deltakosh)
6 years ago