Releases: playcanvas/engine
Releases · playcanvas/engine
v0.187.2
- 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
- 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
v0.186.4
- 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
- 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
- Update particle systems to run on GPU on (most) devices with no floating-point render target support (notably most iOS devices)
- Fire
initialize
andpostinitialize
events during pc.Application start up - Deprecate
frameEnd
event in favor offrameend
v0.182.1
- 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
v0.181.11
v0.181.10
- [FIX] Fix spotlight culling / scaling issues
- [FIX] Check for existing query parameters before appending timestamp
- Better spotlight culling during lightmapping
- Reduce amount of materials created during lightmapping
- Use linear distance for spot shadow maps to prevent differences between PC/mobile
- Count compiled shaders and material shaders
- Profile shaders during lightmapping
- Can now use vertex color in pc.createMesh
- Added two shader chunks to allow GLSL extension directive editing
- Removed SHADOW_DEPTHMASK
- Removed vector cloning in getMin/getMax of bounding box
- Use 16 as default lightmap size multiplier