New features
- Improved shadow cascades rendering, allowing per cascade update by @mvaligursky in #4921
- Added collision component linear and angular offset by @yaustar in #4865 #4916
- Directional shadows are rendered using RenderPass setup by @mvaligursky in #4917
- Split generic parts of ForwardRenderer into a Renderer class by @mvaligursky in #4886
- GrabPass functionality changes to support WebGPU and improve WebGL support by @mvaligursky in #4896
- Various small improvements and validations to WebGPU rendering by @mvaligursky in #4899
- Refactor out dependency of SceneGrab on the AppBase by @mvaligursky in #4901
- Partial Depth-GrabPass support for WebGPU by @mvaligursky in #4906
- Partial cubemap support for WebGPU by @mvaligursky in #4911
- Support for debug tracing info about RenderPipeline and its layout, WebGPU by @mvaligursky in #4914
- Split ShadowRenderer into class for local and class for directional lights by @mvaligursky in #4915
- LitOptions class to hold backend options by @GSterbrant in #4900
- Change VertexFormat.defaultInstancingFormat from a property to a function by @mvaligursky in #4918
- Updated examples to use createGraphicsDevice function (Dynamic Batching, ClusteredAreaLights, MultiView, Glb, GroundFog, GrabPass, AssetViewer, RenderCubemap, RenderToTexture, Rendering to texture) by @mvaligursky in #4880 #4887 #4895 #4888 #4890 #4897 #4908 #4919
Fixes
- Improvement and fix to view-proj matrix handling by @mvaligursky in #4891
- Fix sheen glossiness being consistent throughout the engine by @GSterbrant in #4898
- Bump GLB parser chunks to 1.58. by @GSterbrant in #4905
- [Anim Binder] Animate multiple valid morph instances by @ellthompson in #4912
- Fix: getActiveStateProgressForTime by @ertugrulcetin in #4913
New Contributors
- @ertugrulcetin made their first contribution in #4913
Full Changelog: v1.58.2...v1.59.0