Babylon.js Versions Save

Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.

6.48.1

1 month ago

Changes:

  • #14887: Allow Draco in NullEngine on node
  • #14894: add ?version to NGE, NME, GUIEditor

This list of changes was auto generated.

6.48.0

1 month ago

Changes:

  • #14891: Add edit icon for NG meshes
  • #14890: Posterize nge
  • #14889: Update peer dependencies when new major is released
  • #14885: Add native device loss handle
  • #14868: fix cancel render loop
  • #14886: Mesh: Fix missing serialization for some properties
  • #14883: Update NOTICE.md
  • #14882: Simplify worker code in local dependency scenarios
  • #14881: Relax AssetContainer heirarchy check to allow InstancedMesh parents
  • #3: Add Color tint support to Sprite and Layer
See More
  • #14864: Pointer selection for transient pointers
  • #14880: Disable Physics Sync for static/kinematic bodies
  • #14877: Save engine type when storing snippet
  • #14879: Changed Array Buffer View import to randomize name to avoid bad caching
  • #14878: WebGPU: Fix vertex buffer creation when byte offset is not a multiple of 4
  • #14875: Avoid recreating package-lock on version update
  • #14870: Better architecture of the UMD test project
  • #14858: fix: dispose subEmitters
  • #14873: Add back architecture specific nx packages to package-lock.json
  • #14872: Enable prettier ESLint plugin/rules and formatters and format on save
  • #14871: Bump follow-redirects from 1.15.5 to 1.15.6
  • #14869: Include Draco and Basis in @babylonjs/core

This list of changes was auto generated.

6.47.0

1 month ago

Changes:

  • #14867: Update stale.yml
  • #14866: Update physicsPointProximityQuery.ts
  • #14865: Split interleaved buffers reference images
  • #14817: ragdoll improvements with animated skeletons
  • #14862: Fix signature of update dynamic vertex buffer of native engine
  • #5: Where are the samples source code?
  • #14863: PLY stream offset fix
  • #14860: [XR] Only trigger near pointer up if down was triggered
  • #14859: Update soundPropertyGridComponent.tsx
  • #14855: Fix UMD declaration and add project to test
See More
  • #14854: fix: fix property name error
  • #14853: Fix NME Preview loading with reflectionTexture
  • #14852: sandbox label, unsupported field error and importmesh consistency
  • #14847: Baked Vertex Animations: allows you to pass a skeleton instead of a mesh
  • #14848: Fix additionalTransformNode type
  • #14851: fix clone for ADT
  • #14850: Teleportation fixes
  • #14849: AnimationGroup: Fix usage of mask

This list of changes was auto generated.

6.46.0

1 month ago

Changes:

  • #14841: Formatting issue in NGE inspector
  • #14845: Fix #14841
  • #14843: Execution count and call count displaying too many times on vector converter block
  • #14846: Associated with #14843
  • #14838: Fix Scene sprites serialize/parse
  • #14844: Fix vertexAlpha
  • #14840: Adding two new parameters to teleportation
  • #14235: Tensor: Standardize Vector2, Vector3, Vector4, Color3, Color4, Quaternion, and Matrix
  • #14833: ComputeShader: Allow DataBuffer to be passed for uniform / storage buffer
  • #14811: Added @babylonjs/ktx2decoder public package
See More
  • #14832: Mesh: Fix setPivotMatrix when cloning mesh
  • #14822: [NGE/NME] - UI Value Copy Bug
  • #14831: Fix #14822
  • #14823: [NGE] - Allow the Set Colors node to accept Vector 3s as an input
  • #14830: Fix #14823
  • #14827: TargetCamera: Add Node Constructor code for TargetCamera
  • #14826: Decoupling SerializationHelper and ImageProcessing
  • #14824: New ThinParticleSystem
  • #14825: KTX2 - Fixing context issue and vis tests

This list of changes was auto generated.

6.45.1

2 months ago

Changes:

  • #14821: Type change to XRHand
  • #14819: GUI - Allow InputText text outline
  • #14818: NME: Fix missing alphaMode property parsing
  • #14815: WebGPU: Simplify error handling during engine creation/initialization

This list of changes was auto generated.

6.45.0

2 months ago

Changes:

  • #14773: Preparation for the external dependencies package
  • #14816: Add function to control sleep activation mode for havok physics
  • #14804: Unplugging MaterialHelper
  • #14813: TrailMesh: Fix wrong starting position when the generator is a TransformNode
  • #14807: OffscreenCanvas doesn't have the remove function
  • #14806: Particle systems: serialize worldOffset
  • #14795: Gizmos: add additional transform property
  • #14595: Add nodes to Node Geometry to augment TextureFetch
  • #14803: Associated with #14595
  • #14800: Associated with #14595
See More
  • #14801: Nge nodes2
  • #14802: SkeletonViewer: Try to display a spur for the last bone of a chain
  • #14799: Add timeStep option to NullEngine
  • #14798: make vision OS emulator work
  • #14797: AnimationGroup: Add setters for "from" and "to" properties
  • #14796: Rendering custom render targets in XR
  • #14793: Update and cleanup dependencies
  • #14789: Add triangle predicates to pointer down and up events.
  • #14792: Fix declaration issue
  • #14788: Added the option to dispose hand meshes on XR session ending
  • #14785: Animation: Fix animation delta time in deterministic mode
  • #14787: Allow XR near interaction to interact with all meshes and GUI
  • #14786: GreasedLines: Fix material not disposed
  • #14753: WebXR improvements
  • #14784: Animation: Allow to pass a custom delta time to the scene animate method

This list of changes was auto generated.

6.43.0

2 months ago

Changes:

  • #14780: Fix camera panning issue when camera is parented
  • #14783: TAA: Fix when using an orthographic camera
  • #14781: Gaussian Splatting: Fix incorrect name setting
  • #14779: TrailMesh: Add texture coordinates to trail mesh
  • #14778: TriPlanar material: Fix shader crash when using instances
  • #14777: fix Plugin V2 timestep
  • #14775: Dev Host improvements
  • #14774: NME: Fix preview for some of the pre-defined meshes

This list of changes was auto generated.

6.42.0

2 months ago

Changes:

  • #14771: PostProcess: Add a simple TAA rendering pipeline
  • #14772: Ray: set non 0 epsilon

This list of changes was auto generated.

6.41.2

2 months ago

Changes:

  • #14769: Fixing an issue with NGE parsing
  • #14758: Add back convertion to float for Matrix Indices

This list of changes was auto generated.

6.41.1

2 months ago

Changes:

  • #14765: Particle systems: add support for fog
  • #14768: ShaderMaterial: add support for fog
  • #14767: Ray: use an epsilon when calculating ray/triangle intersections
  • #14766: Move core to es2020 as well
  • #14764: Camera: Add hasMoved property
  • #14763: Morph targets: Add missing morph count uniforms to some renderers/materials
  • #14762: Misc updates for RSM & WebGPU timestamp queries
  • #14761: Allow loading .ply with loadFileAsync
  • #14760: Add the code inspection to enable unity toolkit
  • #14752: Havok Heightmaps
See More
  • #14759: Clear world scale observers correctly
  • #14757: Vision OS missing enabledFeatures
  • #14755: Use shader material written in wgsl as shadow depth wrapper
  • #14754: Unity Toolkit Workaround

This list of changes was auto generated.