GameMonetize Posted January 19, 2014 Share Posted January 19, 2014 2.2 is out: https://github.com/BabylonJS/Babylon.js/releases/tag/v2.2.0 Major updates Blender can now bake Procedural textures & Cycles materials. Plus more. Seedocumentation here (Palmer-JC) Meshes can now be attached to bones. See documentation here and sample here(deltakosh) HDR Rendering pipeline. See demo here (julien-moreau) New rewored StandardMaterial.isReady for better memory usage and performance (deltakosh) Revamping of FBX exporter. Now supports animations and bones (simonferquel,deltakosh) StandardMaterial.useGlossinessFromSpecularMapAlpha to use specular map alpha as glossiness level (deltakosh) Added support for StandardMaterial.roughness. See demo here (deltakosh) OBJ loader. See demo here (Temechon) EdgesRenderer. See demo here (deltakosh) Actions Builder tool for 3dsmax exporter. More info here (julien-moreau) Updates Adding layerMask to lensFlareSystem, spritesManager, particleSystem (deltakosh) Adding emissiveAsIllumination and reflectionFresnelFromSpecular for StandardMaterial (deltakosh) Adding isEnabled for ProceduralTexture (deltakosh) Compression supported for raw textures (deltakosh) New TonemapPostProcess. See demo here (deltakosh) New options parameters for Box, Sphere, Plane and Ground. See demo here (deltakosh) Added per face UV and Colors options for CreateBox (jerome) Added darkness support for soft shadows (deltakosh) Added scene.getLensFlareSystemByName() (deltakosh) Added LensFlareSystem.setEmitter() (deltakosh) Added Color3.FromHexString() and Color3.toHexString() (deltakosh) Added Color4.FromHexString() and Color4.toHexString() (deltakosh) Added mesh.computeBonesUsingShaders to allow developers to disable HW skinning for low end devices (deltakosh) Added material.disableDepthWrite (default is off) (deltakosh) Added material.alphaMode (default is BABYLON.Engine.ALPHA_COMBINE, can be set to BABYLON.Engine.ALPHA_ADD, *_SUBTRACT, *_MULTIPLY or *_MAXIMIZED ) (deltakosh, jahow) Added Animatable.reset() function (deltakosh) New parameter for ArcRotateCamera.zoomOn to preserve maxZ (deltakosh) PickingInfo.getNormal can now use either vertices normals or vertices positions (deltakosh) Meshes can now support uv2, uv4, uv5 and uv6 for ShaderMaterials (deltakosh) Panning support for ArcRotateCamera (julien-moreau) Vertex color and diffuse color can now be mixed (deltakosh) Depth-of-field improvements PR (jahow) Engine now initialize WebGL with preserveDrawingBuffer = false by default (deltakosh) withEpsilon with a user defined epsilon PR (RaananW) Adding onAfterRender function in BABYLON.PostProcess PR (julien-moreau) Improved shaders optimizer to remove specular code when not needed (deltakosh) Added some utility functions to Vector2/3/4 PR (jahow) Added split angularSensibiliy into X and Y for arcRotateCamera PR (Remwrath) Added function getFrontPosition(distance) for Camera PR (dad72) New rawTexture.update function (robgdl) Changes to meshes transform baking and added flipFaces PR (jahow) SerializeMesh serializes a mesh or array of meshes to be imported with the loader's ImportMesh optionally including their children and/or parents. PR PR2 (RaananW) onCollide callback for meshes calling moveWithCollisions. PR (RaananW) Unity Exporter now uses game object name as the Babylon.js mesh name, instead of mesh name which is not unique when dealing with primitive objects (cubes, spheres, planes, etc..) (ozRocker) Path3D construction : new raw parameter, if true returns a non-normalized Path3D object (jerome) Added Vector3.RotationFromAxisToRef() : same as RotationFromAxis() but assigns a reference (jerome) ComputeNormals optimization : less object allocation and normal array initialization (jerome) Ribbon : closePath parameter now creates a smooth seam (jerome) Bug fixes Fixing bug with rig cameras positioning (deltakosh) Instance meshes' geometry ID is now serialized correctly. PR (RaananW) Bug fix at set numberOfBricksWidth PR (Polatouche) Breaking changes In LensRenderingPipeline: parameter dof_focus_depth (range 0..1) is deprecated, usedof_focus_distance (range 0..infinity) instead (jahow) Cylinder Mesh complete reimplementation for better normals (jerome) RotationFromAxis() : fixed the dot product case outside the range -1, 1 Path3D : fix wrong normal/binormal due to normalization approximations (jerome) demonixis, Dad72 and Wingnut 3 Quote Link to comment Share on other sites More sharing options...
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