car2.mov
Major / Breaking changes
- [BREAKING] Skydome shader chunk changes + updates to FirstPerson example by @mvaligursky in #6991
- CameraFrame script, to expose a simple to use version for the engine and the Editor by @mvaligursky in #7011
Other changes
- Added few keywords to the package by @mvaligursky in #6892
- Improve ply parsing performance by @kemchenj in #6882
- Add support for assigning properties to script instances by @marklundin in #6787
- Allow per camera fog settings by @mvaligursky in #6899
- Propsal to update deprecated and removed functionality by @mvaligursky in #6900
- Improved error message when basis wasm is not loaded by @mvaligursky in #6901
- Option to apply SSAO during lighting instead of during postprocessing by @mvaligursky in #6907
- Refactored the API for RenderPassCameraFrame by @mvaligursky in #6916
- WebGPU partial support for multisampled RT using supplied depth texture by @mvaligursky in #6917
- Automatically store depth if RT is used with a user supplied depth buffer by @mvaligursky in #6918
- Update to ESLint 9 by @willeastcott in #6922
- Simplify ESLint config and enforce no-var rule by @willeastcott in #6923
- Migrate 18 ElementComponent unit tests from Karma to Node by @willeastcott in #6925
- Enable loading of texture assets in unit tests by @willeastcott in #6928
- Use
@templateonObjectPoolfor actual types by @kungfooman in #6929 - Small cleanup of the WebGL MSAA buffer allocation code by @mvaligursky in #6931
- Update example file extension in CodeEditorDesktop.mjs by @marklundin in #6934
- Multisampled depth buffers can be shared between render targets on WebGPU by @mvaligursky in #6932
- Add
Vec2.HALF,Vec3.HALFandVec4.HALFby @kungfooman in #6939 - RenderPass based SSAO works with multisampling by @mvaligursky in #6940
- Depth prepass now works with multisampling on WebGPU by @mvaligursky in #6945
- Small improvement to saturation control in compose pass to avoid clipping by @mvaligursky in #6962
- Texture Unit Tests via Skia-Canvas by @marklundin in #6944
- Tint color added to the color grading in the composite pass by @mvaligursky in #6967
- RenderPassCameraFrame exposes HDR formats by @mvaligursky in #6969
- Add support for Chrome HDR mode for WebGPU by @mvaligursky in #6980
- Add support for BC6H and BC7 texture formats, rename of two DXT formats by @mvaligursky in #6988
- Gizmo updates by @kpal81xd in #6992
- Improvements to non-clustered omni light shadows by @mvaligursky in #6998
- Improvement to layer handling by render passes by @mvaligursky in #7001
- Attach a label to WebGPU render pass encoder even in the release engine by @mvaligursky in #7003
- Update eslint config by @LeXXik in #7002
- #7004 Ensure outliner only adds enabled render components by @MAG-AdrianMeredith in #7006
- Refactored placeholder textures used by material loaded to a module by @mvaligursky in #7007
- Improved missing texture uniform error handling by @mvaligursky in #7008
- Avoid spam from AnimBinder regarding duplicate nodes by @mvaligursky in #7020
- Perform fuzzy test in material by @slimbuck in #7024
Fixes
- Prefilter fix by @slimbuck in #6894
- Fix 3D Gaussian Splat rendering in VR by @willeastcott in #6896
- [Fix] Correctly support sRGB DXT formats on WebGL by @mvaligursky in #6905
- Fix initialization of __attributes in ScriptType class by @marklundin in #6906
- [Examples/Vehicle] Fix Ammo null function error on restart by @kungfooman in #6902
- [Fix] Changing default value of SSAO during shader generation to false by @mvaligursky in #6910
- Ensure ScriptType members are initialized correctly by @marklundin in #6908
- WebXR: fix depth sensing for Oculus Quest v68+ by @Maksims in #6909
- Fix trigger crash by @LeXXik in #6926
- Back out arrow functions for Mocha tests by @willeastcott in #6927
- [Fix] Do not try to resolve color buffer if the RT does not have any, WebGL by @mvaligursky in #6919
- fixed broken cubemaps due to incorrectly sized params uniform by @MAG-AdrianMeredith in #6915
- Revert "Enable loading of texture assets in unit tests" by @marklundin in #6941
- fixed: incorrect texture being marked as srgb by @MAG-AdrianMeredith in #6938
- [Fix] Small fix to just introduced issue with MRT by @mvaligursky in #6947
- [Fix] Fix of WebGPU not correctly matching render pipelines to render target requirements by @mvaligursky in #6952
- Small fog and shader generation fixes when custom render passes are used by @mvaligursky in #6956
- Fix typo by @slimbuck in #6961
- Types fix by @slimbuck in #6963
- [Fix] Fix to reporting renderable support for float16 format by @mvaligursky in #6968
- [Fix] Stop transparent meshes to be rendered in depth prepass by @mvaligursky in #6972
- [Fix] RenderPassShaderQuad no longer destroys the shader by @mvaligursky in #6983
- Fix compound colliders by @LeXXik in #6979
- Gizmo fixes (#6997) by @kpal81xd in #6999
- Do not allow gizmo rendering to use debug output by @mvaligursky in #7009
- [Fix] Fix to area lights (disk, sphere) occasionally generating -Inf pixels by @mvaligursky in #7015
- [Fix] Remove recent fix from gizmo shader as not needed for engine v2 by @mvaligursky in #7017
- Fix/local-axis-gizmo-error by @MAG-ME in #7013
Examples
- OutlineRenderer and an engine example by @mvaligursky in #6898
- Examples error handling fix by @kpal81xd in #6957
- Examples thumbnail fix by @kpal81xd in #6958
- Examples engine bundled by @kpal81xd in #6959
- Examples host port update by @kpal81xd in #6960
- Change examples default serving port by @mvaligursky in #6970
- Update gsplat example shaders to latest structure by @slimbuck in #7021
- Regenerated thumbnails for the examples by @mvaligursky in #7025
New Contributors
- @MAG-AdrianMeredith made their first contribution in #6915
- @MAG-ME made their first contribution in #7013
Full Changelog: v2.0.0...v2.1.0