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Releases: playcanvas/engine

v0.189.2

14 Jul 12:20
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  • [BREAKING] Use Scripts 2.0 by default in engine
  • Add error message when loading new script in old system
  • Added light.cookieAsset property
  • [FIX] scripts 2.0 loading order
  • [FIX] graph node AABBs
  • [FIX] light cookie falloff
  • [FIX] visible property with frustum culling
  • [FIX] receiver plane depth bias
  • [FIX] error when audio loader cannot load URL
  • [FIX] creating multiple loading screens on reload

v0.188.0

05 Jul 14:03
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  • Added support for Light Cookies
  • Added support for Binary Assets
  • Added receiver plane depth bias
  • [FIX] Don't allow switching point lights to VSM
  • [FIX] Curve attributes in new script system

v0.187.2

04 Jul 16:44
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  • StandardMaterial respects emissive intensity even if tint is disabled
  • Use alpha test in picker, and ability to disable opacity for for specific mesh instances in picker
  • disable mip options for NPOT textures
  • Texture loader uses 'anonymous' cross origin parameter when asset prefix is set

v0.187.0

29 Jun 10:30
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  • Support for Entity tags
  • Entity#find and Entity#findOne now accept function as argument
  • [FIX] loading cross-origin textures in Safari
  • [FIX] cloning model component with no model asset loaded
  • Perform benchmarks once for all GL contexts
  • Deprecate graph node labels
  • Optimize and clean up internals
  • Better VSM shadows on devices with bad float support

v0.186.8

22 Jun 13:39
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  • Refactored the renderer
  • Inherit shader chunks when material gets updated
  • Added pc.ModelComponent#meshInstances property
  • [FIX] Initializing new scripts when they start disabled
  • [FIX] lightmapper:end event

v0.186.4

08 Jun 14:03
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  • Expose VSM Bias
  • Added useFog, useGammaTonemap, useSkybox, useLighting fields in materials
  • Reduce redundant uniform updates
  • Reduce setFromTransformedAabb calls
  • Remove per-frame allocations in renderer
  • Reduce string manipulations in renderer
  • Added ModelComponent#hide and ModelComponent#show methods
  • Added MeshInstance#visible property
  • [FIX] Crash when switching shadow type
  • [FIX] Don't draw invisible particle systems

v0.186.0

17 May 17:31
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  • New EVSM shadow map algorithm for softer shadows
  • New build script using nodejs with support for preprocessor directives
  • Added support for PROFILER and DEBUG builds
  • Move profiler specific code into PROFILER build
  • [FIX] pc.Quat.lengthSq
  • [FIX] account for sound manager volume when updating 3D source using audio tag
  • Optimize camera.screenToWorld to remove allocation
  • Optimize application.tick to remove allocation
  • Optimize event.fire to remove allocation
  • Optimize pc.Frustum#containsSphere
  • Optimize pc.BoundingBox#add
  • Optimize out unnecessary calls to activeTexture
  • Optimize Keyboard input

v0.183.0

28 Apr 17:01
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  • Update particle systems to run on GPU on (most) devices with no floating-point render target support (notably most iOS devices)
  • Fire initialize and postinitialize events during pc.Application start up
  • Deprecate frameEnd event in favor of frameend

v0.182.1

30 Mar 17:00
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  • Rename PhongMaterial to StandardMaterial
  • StandardMaterial only clears it's own parameters now
  • [FIX] Mesh visibility culling fixed in some circumstances
  • [FIX] If texture loader is passed an unsupported extension then error correctly
  • [FIX] Light profiling count
  • Remove struct from standard fragment shader [breaks existing shader chunks]
  • Remove struct from standard vertex shader [breaks existing shader chunks]

v0.181.15

21 Mar 16:16
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  • New stats for lightmapping
  • Attempted fix for sound on IOS devices