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.