-
Major updates
- Sponza demo
- Support for procedural cube textures Demo here (deltakosh)
- New UniversalCamera which support keyboard, mouse, touch and gamepad (davrous)
- Point lights shadow mapping. Demo here (deltakosh)
- Introducing Materials Library (deltakosh)
- Water material: http://doc.babylonjs.com/extensions/Water. Demo here (julien-moreau)
- Fire material: http://doc.babylonjs.com/extensions/fire. Demo here (julien-moreau)
- Normal material: http://doc.babylonjs.com/extensions/normal (temechon)
- Lava Material: http://doc.babylonjs.com/extensions/lava (temechon)
- PBR Material: http://doc.babylonjs.com/extensions/pbr (deltakosh)
- Fur Material: http://doc.babylonjs.com/extensions/Fur. Demo here (julien-moreau)
- Introducing Procedural textures Library (meulta
- New cache mechanism for StandardMaterial (deltakosh)
- New Solid Particle System Demo here (jerome)
- New
StandardMaterial.lightmapTexture
which can be controlled withStandardMaterial.useLightmapAsShadowMap
(deltakosh) - Support for reflection probes. See documentation here (deltakosh)
- New serializers folder to host .babylon serializers (deltakosh)
- New .obj serializer (BitOfGold)
- Sprites now can be picked and can use actions (deltakosh)
- New
Mesh.CreatePolyhedron()
method (jerome) - New
Mesh.CreateIcoSphere()
method Demo here (G'kar) - Introducing babylon.core.js (deltakosh)
- Introducing AnimationRanges for Skeletons and Animations (deltakosh)
- Support for glTF files loader (julien-moreau)
-
Updates
- Audio files are now saved for offline access (davrous)
- New
CubeTexture.CreateFromImages()
(deltakosh) - Bounding info can be locked and updated (
bb.isLocked
andbb.update()
) (deltakosh) - 2D layers now have a scale and offset properties (deltakosh)
- TouchCamera can now fallback to regular mouse/keyboard controls (deltakosh)
- Added ability to skip current prepared Action to next active Action (chained by Action.then(Action)) (vouskprod)
- Added new event triggers
ActionManager.OnLongPressTrigger
andActionManager.OnPickDownTrigger
(vouskprod) - new
Mesh.convertToUnIndexedMesh()
to create meshes with no indices (which could be faster when vertex reuse is low and vertex structure is small) (deltakosh) - Unity3D exporter will recognise instances of prefabs (ozRocker)
- New parse mechanism (for loading .babylon file) (deltakosh)
- New button to log the camera position in the debug layer (temechon)
- Shader files (fragment and vertex) can now be specified via direct URL (vouskprod)
- Added
Animatable.goToFrame()
(deltakosh)
- Fixed behavior or
Animation.CreateAndStartAnimation
and addedAnimation.CreateMergeAndStartAnimation
to reproduce previous behavior (deltakosh) - Adding
StandardMaterial.linkEmissiveWithDiffuse
to, well, link emissive with diffuse value. (With)[http://www.babylonjs-playground.com/#2FPUCS#2] and (without)http://www.babylonjs-playground.com/#2FPUCS#1 - Adding support for equi-rectangular mapping. See demo here (deltakosh)
- Sprites and particles scheduler updated to be resolved before transparent objects (deltakosh)
- Added ability to deactivate ArcRotateCamera panning mechanism (by setting panningSensibility to 0) (vouskprod)
- Added
DirectionalLight.autoUpdateExtends
to prevent directional lights to adapt to scene extends (deltakosh) - Added a new parameter to
debugLayer.show()
to define root element to use (deltakosh) - New
MeshBuilder
class used to create all kind of mesh shapes (deltakosh) - Added
Scene.constantlyUpdateMeshUnderPointer
to improve performance when moving mouse (deltakosh) - Added
StandardMaterial.disableLighting
(deltakosh) - Improved reflection shader performance (deltakosh)
- New
Material.sideOrientation
property to define clockwise or counter-clockwise faces selection. Demo here (deltakosh) - It is now possible to create a custom loading screen. PR (RaananW)
- Per face color and texture feature in
MeshBuilder.CreateCylinder()
(jerome) -
Arc feature in
CreateCylinder
,CreateSphere
,CreateTube
,CreateDisc
andCreateLathe
(jerome) -
Slice feature in
MeshBuilder.CreateSphere()
(jerome) -
closed
parameter inMeshBuilder.CreateLathe()
(jerome) -
cap
parameter inMeshBuilder.CreateLathe()
(jerome) -
diameter
,hasRings
,enclose
parameters inMeshBuilder.CreateCreateCylinder()
(jerome) - added
getNormalAtCoordinates()
andgetNormalAtCoordinatesToRef()
methods inMeshBuilder.CreateLathe()
(jerome) -
Material.dispose()
now removes disposed material from meshes (deltakosh) - New
Material.getBindedMeshes()
function (deltakosh) - OimoJS Plugin now uses Quaternions exclusively and calculates body rotations correctly. PR (RaananW)
- It is now possible to get the physics engine's body and wolrd objects using the physics engine. PR (RaananW)
- new Heightmap Impostor for Cannon.js physics engine. PR, Demo (RaananW)
- A plane mesh can be created with a source plane (math). PR (RaananW)
- AbstractMesh.onPhysicsCollide will be triggered when a physics-enabled mesh collides against another. PR (RaananW)
- Added scene onPointerMove public callback. PR (RaananW)
- Added streaming support for BABYLON.Sound (davrous)
- Added collisionsEnabled and workerCollisions for serialization PR (Dad72)
- Changed from a fixed maximum of bone influencers, 4, to variable, 1-8 (Palmer-JC)
- Support for added to Blender Exporter (Palmer-JC)
- Float32Arrays can now directly be specified for vertex data attributes,
Mesh.updateVerticesDataDirectly
deprecated (Palmer-JC) - Added panning axis to the ArcRotateCamera PR (mstdokumaci, RaananW)
- Added
Tmp
class for internal use in order to improvement the memory management, jerome) - Added
Scene.swithActiveCamera(newCamera, attachControl)
to go from one camera active to another. (dad72) PR
-
Bug fixes
- Fixed IDB for offline support (davrous)
- Fixed a bug with spherical mapping (deltakosh)
- Fixed a bug with clone and createInstance which was forcing the recomputation of bounding boxes (deltakosh)
- Fixed a bug with CSG when submeshes are kept (deltakosh)
- Fixed a bug with texture coordinates matrices (deltakosh)
- Fixed Sphere texture coordinates generation (deltakosh)
- Fixed a bug with
Mesh.attachToBone
when bone's matrix has a negative determinant (deltakosh) - Fixed a possible but with the active camera while taking a screenshot. PR (RaananW)
- Fixed a bug with worker-collisions and instances. PR (RaananW)
- Fixed a bug with removed meshes and geometries from the worker-cache. PR (RaananW)
- Fixed
getHeightAtCoordinates()
: brand new ultra fast algorithm, can be used for many objects at once in the render loop now (jerome) - Fixed
closePath
andcloseArray
ribbon parameter now working back together (jerome) - Fixed morphing on capped tubes (jerome)
- Fixed morphing on extruded shapes (jerome)
- Fixed tube and extruded shape cap light artifact (jerome)
- Fixed lathe light artifact with dedicated new geometry (jerome)
- Fixed a bug calculating velocity during collision with gravity enabled. PR (RaananW)
- Fixed a bug in instance serialization. PR (RaananW)
- Fixed a memory leak with textures (deltakosh)
-
Breaking changes
-
ActionManager.OnPickTrigger
now acts as a single click/tap and is not raised on drag or swipe anymore. To get the old behavior,ActionManager.OnPickDownTrigger
should be used instead (vouskprod) -
VertexData.CreateCylinder()
now supports only the single options parameter (jerome) -
VertexData.CreateRibbon()
now supports only the single options parameter (jerome) -
VertexData.CreateBox()
now supports only the single options parameter (jerome) -
VertexData.CreateSphere)
now supports only the single options parameter (jerome) -
VertexData.CreateTorus()
now supports only the single options parameter (jerome) -
VertexData.CreateTorusKnot()
now supports only the single options parameter (jerome) -
VertexData.CreatePlane()
now supports only the single options parameter (jerome) -
VertexData.CreateDisc()
now supports only the single options parameter (jerome) -
VertexData.CreateLines()
now supports only the single options parameter (jerome) -
VertexData.CreateDashedLines()
now supports only the single options parameter (jerome) -
VertexData.CreateGround()
now supports only the single options parameter (jerome) -
VertexData.CreateTiledGround()
now supports only the single options parameter (jerome) -
VertexData.CreateGroundFromHeightMap()
now supports only the single options parameter (deltakosh) -
Tools.IsExponantOfTwo()
renamed toTools.IsExponentOfTwo()
(deltakosh) -
Tools.GetExponantOfTwo()
renamed toTools.GetExponentOfTwo()
(deltakosh) - Updated Cannon.js plugin to the newest version (0.6.2). New cannon.js must be used. PR (RaananW)
-
Downloads
-
Major updates
- Blender can now bake Procedural textures & Cycles materials. Plus more. See documentation 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)
-
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)
- In LensRenderingPipeline: parameter
Downloads
-
Major updates
- Collisions can now be offloaded on webworkers (raananw)
- SIMD.js support for math library. See demo (deltakosh)
- Unity 5 scene exporter. More info here (davrous, deltakosh)
- New
Mesh.CreateDecal()
function to create decals. See demo. More info here (deltakosh) - New tool for debugLayer: You can now dump renderTargets to see their content (deltakosh)
- Complete shadows code rework: New bias property for ShadowGenerator, new orthogonal shadows for directional shadows, automatic projection size for directional lights, new BlurVarianceShadowMap filter. See demo. Documentation updated here (deltakosh)
- New lens effects rendering pipeline. More info here (jahow)
- New basic mesh type: Ribbons. See demo. More info here (jbousquie)
- New
BABYLON.Mesh.ExtrudeShape
andBABYLON.Mesh.ExtrudeShapeCustom
. More info here (jbousquie) - New Loaders folder with a first additionnal plugin: STL (raananw, deltakosh)
- Gulp building process revamped, updated and simplified and now includes a config.json (raananw)
-
Updates
- Better beta angle support for ArcRotateCamera (raananw)
- Better video textures support (deltakosh)
- Cameras hierarchy rework (deltakosh)
- New
Camera.setCameraRigMode
to control 3D rendering of any camera (Anaglyph, Stereo, VR) (Palmer-JC) - VR cameras can disable distortion postprocess to get more performance (deltakosh)
- New cameras: AnaglyphGamepadCamera, StereoscopicFreeCamera, StereoscopicArcRotateCamera, StereoscopicGamepadCamera (deltakosh)
- New
MultiMaterial.clone()
function (deltakosh) - Faster
mesh.computeNormals()
function (jbousquie) - Added the ability to dynamically update or to morph an mesh instance (jbousquie)
- Allow static Mesh.MergeMeshes to work with clones & Mesh subclasses (Palmer-JC)
- Added mesh.freezeWorldMatrix() for static meshes (deltakosh)
- Added mesh.freezeNormals() for parametric mesh updates (jbousquie)
- Added Vector3.RotationFromAxis() to get Euler rotation angles from a target system (jbousquie)
- Added mesh.alwaysSelectAsActiveMesh to disable frustum clipping for a specific mesh (deltakosh)
- Added updateMeshPositions method (jbousquie)
- Callbacks for geometry changes (raananw)
- Allow Engine to run for CocoonJS with standard html, including devices where the hardware scaling != 1 (Palmer-JC)
- Material onBind callback improvement (jahow)
- New front/back/double side feature for meshes (jbousquie)
- New basic mesh type: Disc (jbousquie)
- New basic mesh type : Dashed Lines (jbousquie)
- New basic mesh type : Lathe (jbousquie)
- New basic mesh type: Tube. More info here (jbousquie)
- Allow ComputeNormals to work with Typed Arrays & the Typescript Level (Palmer-JC)
- Added uniqueId for nodes (raananw)
- Added
Mesh.onLODLevelSelection(distance: number, mesh: Mesh, selectedLevel: Mesh)
callback (deltakosh) - Added
Material.zOffset
to help reducing z-fighting (deltakosh) - Added excludeWithLayerMask to lights (Palmer-JC)
- Added includeOnlyWithLayerMask for filtering meshes (Palmer-JC)
- Mesh Default layerMask changed to allow more "special cameras filtering" (Palmer-JC)
- Sprite can now have .width and .height properties (deltakosh)
- Ability to register events based on mesh/camera/light addition and deletion (raananw)
- New
Curve
object (jbousquie) More info here - New
Path3D
object (jbousquie) More info here - New 'color correction' post process (jahow)
- Added sampling mode as a parameter for SpriteManager (jahow)
- RenderTexture can now be saved to a file (deltakosh)
- Better attributes management (deltakosh)
- Source conform to typescript 1.4 (raananw)
- Adding subMeshId property in PickingInfo structure (deltakosh)
- No more error when a manifest is not found (deltakosh)
-
Bug fixes
- Initial quaternion fix for OIMO plugin (raananw)
- ArcRotateCamera pinch zoom debug (vousk)
- Fixing animatable bug when animation is over (temechon)
- useCameraPostProcess whenever there is a special camera in use (m0ppers)
- delta in BoundingBox's intersectsPoint is now calculated correctly (raananw)
- textures cache fixed (deltakosh)
- ImportMesh now imports referenced geometries of selected meshes (raananw)
- CSG toMesh() and FromMesh() now support meshes without quaternion (raananw)
-
Breaking changes
- OculusCamera was removed (deltakosh)
- VRDeviceOrientationCamera was renamed to VRDeviceOrientationFreeCamera (deltakosh)
- WebVRCamera was renamed to WebVRFreeCamera (deltakosh)
- VideoTexture does not require a size parameter anymore. The new constructor is:
constructor(name: string, urls: string[], scene: Scene, generateMipMaps = false, invertY = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE)
(deltakosh)
Downloads
-
Major updates
- Support for WebAudio. More info here (davrous)
- Support for Procedural Texture with standard usable samples and custom support. More info here (meulta)
- Support for OES_element_index_uint extension in order to support 32 bits indices and then meshes with more than 65536 vertices (deltakosh)
- Support for levels of detail (LOD) for meshes. More info here (deltakosh)
- New Scene Optimizer tool. More here (deltakosh)
- Support for user marks (deltakosh)
- Using High Resolution Time for performance and FPS measurement (deltakosh)
- Easing functions for animations. More info here (mimetis)
- New debug layer than can be used to display debug informations. More info here (deltakosh)
- New
PolygonMeshBuilder
object used to create mesh from polygons (ElemarJR) - New
Mesh.simplify()
function to automatically simplify meshes. More info here (raananw) - New
scene.enableDepthRenderer()
to register depth texture rendering. More info here (deltakosh) - New
SSAORenderingPipeline
to apply screen space ambient occlusion. More info here (julien-moreau) - New
VolumetricLightScatteringPostProcess
to simulate volumetric light scattering. More info here (julien-moreau) - 3dsMax exporter can now generate binary format files (deltakosh)
-
Updates
- Moving of cloning into Mesh constructor (Palmer-JC)
- Camera types support in 3dsmax exporter (deltakosh)
- Babylon.Math is now a fluid API (deltakosh)
- Added FOV mode setting to cameras (jahow)
- You can now define if OnIntersectionEnterTrigger and OnIntersectionExitTrigger may use precise intersections. More info here (deltakosh)
- New
scene.createDefaultCameraOrLight()
function (deltakosh) - Added POV movement & rotation (Palmer-JC)
- Starting documenting public API (raananw)
- Added render target type (unsigned or floating point) (julien-moreau)
- Decomposition and interpolation methods for matrices (kpko)
- Spot lights can now cast shadows (deltakosh)
- Adding
clear()
function to DynamicTexture (deltakosh) - New
RawTexture
object to create texture from arraybuffer with specific format (luminance, luminance and alpha, alpha, rgb, rgba) (deltakosh) - Animation's key can now be functions (deltakosh)
- Bones and instances can be used together (deltakosh)
- Engine can now accept more than one render loop (deltakosh)
- New
ParticleSystem.updateFunction
to define custom behavior for particles (deltakosh) - New
mesh.renderOverlay
andmesh.overlayColor
(deltakosh) - New "Automatically launch animations" option for Blender 3D (deltakosh)
- Support for vertex color and vertex alpha function (deltakosh)
- Adding stride size attributes to
Mesh.setVerticesData
function (deltakosh) - New
Texture.CreateFromBase64String
function (deltakosh) - Extending the Ray class functionality to support ray's length (raananw)
- New
Effect.onBind
callback (deltakosh) - Added support for point rendering (FreeFrags deltakosh)
- Robust Euler->Quaternion->Euler conversions (MavenRain)
- new
mesh.isCompletelyInFrustum(camera)
function (deltakosh) - Added the possibility to disable fog for a specific material (demonixis)
- Added the possibility to disable fog for a specific sprite manager (deltakosh)
- Added a property to ArcRotateCamera that moves the screen position of the target (daner)
-
Breaking changes
-
Tools.GetFps()
andTools.GetDeltaTime()
are now functions hosted by the engine:engine.getFps()
andengine.getDeltaTime()
deltakosh)
-
-
Bugs
- Insane amount of fixes for 3dsmax and blender exporters (deltakosh)
- Fixed nearest texture filters (deltakosh)
- Fixed mesh loading when url has a query string (dlajarretie)
- Fixed a bug with pause/restart on animations (deltakosh)
- Fixed a bug with CSG and transformations (deltakosh)
Downloads
-
Major updates
- New VRDeviceOrientionCamera for cardboard like systems (demonixis)
- New WebVRCamera for WebVR compatible systems (demonixis)
- All shaders now use high precision profile to address iOS8 compatibility (deltakosh)
- New camera:
BABYLON.FollowCamera
used to smoothly follow a given target abogartz - New
BABYLON.AssetsManager
used to handle assets loading alongside loading screen display (deltakosh) - New
Engine.displayLoadingUI()
,Engine.hideLoadingUI()
,Engine.loadingUiText
. See more here (deltakosh) - New cache engine (Based on state objects) (deltakosh)
- Fresnel support for diffuse, emissive, opacity and reflection on
StandardMaterial
. See demo here and wiki here (deltakosh) - TypeScript declaration file is now available (deltakosh)
- Binary file format supported. You can use online converter here (r2d2Proton)
-
Updates
- New
mesh.updateVerticesDataDirectly(kind, float32array)
to update mesh data directly (deltakosh) - Sandbox & IndexedDB layer are now supporting TGA & DDS textures (davrous)
- Integrating lights animations, cameras type and animations for Blender exporter (Palmer-JC)
- New "Get zip" option for CYOS (deltakosh)
- Add pinch and zoom for iOS and Android on ArcRotateCamera (Eucly2)
- New
camera.projectToScreen()
function to transform a vector3 into a screen pixel (deltakosh) - New
effect
parameter to define custom shader forBABYLON.ParticleSystem
constructor. See demo here and wiki here (deltakosh) - Added toEulerAnglesToRef and CopyFromFloats to Quaternion (Demonixis)
- Added function to calculate the inverse of a quaternion (Daner)
- New
StandardMaterial.useSpecularOverAlpha
to define if you want specular to appear even on top of transparent surfaces (deltakosh) - New
SceneLoader.Append
function to append a babylon.js file to an existing scene (Palmer-JC) - New
LinesMesh.alpha
property (deltakosh) - Adding instances exportation support for 3DSMax exporter (deltakosh)
- New
Mesh.applyDisplacementMap
andMesh.applyDisplacementMapFromBuffer
(deltakosh) - New
Mesh.renderOutline
property to render outlines around a mesh (used withMesh.outlineColor
andMesh.outlineWidth
) (deltakosh) - New
Light.includedOnlyMeshes
array to define explicitely which mesh is affected by a light (deltakosh)
- Added multiply and divide functions to Vector2 (daner)
- New feature demo for custom render target texture (deltakosh)
- RenderTargetTexture can now specify a camera to use (deltakosh)
- New
-
Updates
- Fixing tons of bugs with PostProcessRenderPipeline. Wiki updated. (deltakosh)
Downloads
Major updates
- TypeScript port finished (davrous & deltakosh)
- Physics engine: new OIMO plugin (temechon)
- New demo: V8 engine (Michel Rousseau)
Updates
- Fixed ray creation when the devicePixelRatio is not equals to 1 (demonixis)
- New
mesh.registerAfterRender
andmesh.unregisterAfterRender
functions (deltakosh) - New
fragmentElement
parameter to define custom shader forBABYLON.ParticleSystem
constructor (deltakosh) - New
OnKeyDown
andOnKeyUp
triggers. See actions wiki for more info (deltakosh) - ArcRotateCamera can now check collisions wiki (deltakosh)
- New
Engine.Version
property which returns a string with the current version (deltakosh) - New "Export and Run" feature for Max2Babylon (deltakosh)
- Animations delta time is now capped between Scene.MinDeltaTime and Scene.MaxDeltaTime (deltakosh)
- Non-squared DDS are now supported (deltakosh)
- New triggers:
BABYLON.ActionManager.OnIntersectionEnterTrigger
,BABYLON.ActionManager.OnIntersectionExitTrigger
. Documentation updated (deltakosh) - New mesh type:
BABYLON.LinesMesh
. You can find a demo here (deltakosh) - New
mesh.moveWithCollisions
function. Used withmesh.ellipsoid
and '''mesh.ellipsoidOffset```, this function can be used to move a mesh and use an ellipsoid around it to check collisions (deltakosh) - New feature demo: How to do drag'n'drop (deltakosh)
- New
BABYLON.PickingInfo.getTextureCoordinates()
function (deltakosh) - New
BABYLON.Scene.cameraToUseForPointers
property that defines this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position (deltakosh) -
BABYLON.OculusOrientedCamera
was replaced byBABYLON.OculusCamera
for better integration into camera system (deltakosh) - New
Mesh.CreateTiledGround()
function (kostar111) - Shadow Poisson Sampling (clementlevasseur)
Bugfixes
Downloads
-
Major updates
- Babylon.js is now entirely developed using TypeScript (deltakosh, davrous)
- Physics plugins: You can add your own physics engine to Babylon.js. More info here. Cannon.js is the first supported plugin (deltakosh)
-
BABYLON.Action
: You can now create a complex system of interactions. More info here (deltakosh) - Babylon.js Playground: Experiment and learn Babylon.js using the playground (deltakosh)
- Geometry system (gwenael-hagenmuller)
- Support for TGA textures based on Vincent Thibault work (deltakosh)
-
BABYLON.Gamepads
&BABYLON.Gamepad
: Support for Gamepad API (Xbox 360 Pad & Generic Pads) (davrous) -
BABYLON.GamepadCamera
: use a FPS-like camera controlled by your gamepad using 1 line of code (davrous) - Hardware accelerated instances used to render identical meshes. More info here (deltakosh)
- New
BABYLON.GroundMesh
created byBABYLON.Mesh.Createground
andBABYLON.Mesh.CreateGroundFromHeightMap
. This object is optimized for collisions and rendering of grounds (!!!). A first feature is also includedGroundMesh.getHeightAtCoordinates
(deltakosh) - Beta: New exporter for 3ds Max 2013+ (deltakosh)
-
Updates
- DDS: Support for RGB, Luminance and cube file format (deltakosh)
- New LensFlareSystem.isEnabled property (deltakosh)
- New
samplingMode
parameter when creating textures (deltakosh) - Blender: changed object.isVisible to reflect the corresponding param in Blender (vousk)
- New properties:
scene.meshUnderPointer
,scene.pointerX
,scene.pointerY
(deltakosh) - Added "layerMask" property to meshes and cameras (marcolebdech)
- New
Mesh.showSubMeshesBoundingBox
to display sbumeshes bounding boxes (deltakosh) - Octree are now more generics and used to optimize rendering, collisions and picking. More info (deltakosh)
- Shadows now support alpha testing (deltakosh)
- New feature demo: particles (deltakosh)
- New
renderTargetTexture.refreshRate
property to define the refresh rate of RenderTargetTexture: Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... (deltakosh) - New
scene.beforeCameraRender
andscene.afterCameraRender
callbacks (deltakosh) - New custom functions for ParticleSystem:
startDirectionFunction
andstartPositionFunction
(deltakosh) -
useAlphaFromDiffuseTexture
option for standard material to use 8-it alpha channel from the diffuse texture instead of using it as an alpha test value (Platane) - New
Tools.Log, Tools.Warn, Tools.Error
functions. Filter can be applied usingTools.CurrentLoglevel
(MaxenceBrasselet, deltakosh) - Using grunt-contrib-uglify to reduce babylon.js size (from 500KB to 384KB) (deltakosh)
-
setDirectionToTarget
function added to SpotLight, HemisphericLight and DirectionalLight (Wingnutt) - Picking now takes viewport in account (deltakosh)
- Point lights and spot lights now have a range (deltakosh)
- Color3 interpolator for animations (deltakosh)
- New function:
VertexData.CreateGroundFromHeightMap
(deltakosh) - New function:
Tools.CreateScreenshot
(nicolas-obre)
-
Bugfixes
- Fixing
ArcRotateCamera.setPosition()
(Celian) - RenderTarget crashed when used with incremental engine (deltakosh)
- Depth clear is now more controlled (Mainly for Ejecta) (deltakosh)
- Fixed a bug with ratio when using RenderTargetTexture deltakosh)
- Fixed a bug in the sandbox tool (davrous)
- Fixed a bug with skybox seams holcombj)
- Moved mousewheel event from window to canvas deltakosh)
- Fixed matricesIndices serialization (gwenael-hagenmuller)
- Bug fix and GC optimisation on CSG (clementlevasseur)
- Fixing
-
Breaking changes
-
Mesh.setVerticesData
signature is now: (kind, values, updatable) instead of (values, kind, updatable) in order to be consistent withMesh.updateVerticesData
deltakosh)
-
Downloads
-
Major updates
- New option for mesh:
mesh.showBoundingBox
to display mesh's bounding box. You can configure back and front color usingscene.getBoundingBoxRenderer()
. This function returns aBABYLON.BoundingBoxRenderer
where you can definebackColor
,frontColor
andshowBackLines
(deltakosh) - New basic mesh:
BABYLON.Mesh.CreateTorusKnot
(deltakosh) - New
BABYLON.AnaglyphArcRotateCamera
andBABYLON.AnaglyphFreeCamera
(michael-korbas), (deltakosh) - Tags system (gwenael-hagenmuller)
- New render pipeline system for post-processes. See documentation here (michael-korbas)
- New option for mesh:
-
Updates
- Added parameters to enable or disable a type of texture on all
BABYLON.StandardMaterial
(demonixis) - New
BABYLON.VertexData.ExtractFromMesh
function (deltakosh) - Cameras can now have sub-cameras (see
BABYLON.AnaglyphArcRotateCamera
for example) (deltakosh) - New
BABYLON.Engine.runEvenInBackground
property. True by default. It allows you to stop rendering when the browser is not the foreground application. (deltakosh) - Darkness of a shadow + shadow on transparent meshes (clementlevasseur)
- New event for materials:
onCompiled
andonError
(deltakosh)
- Added parameters to enable or disable a type of texture on all
-
Bugfixes
- Fixed a bug with collisions cache
- Fixed a bug with mesh.dispose when called twice (deltakosh)
- Fixed an issue with Internet Explorer while rendering a RenderTargetTexture outside the engine renderLoop (nicolas-obre)
- New demos
Downloads
-
Major updates
- Virtual joysticks camera (davrous)
- Oculus Rift support (davrous), (simonferquel), (deltakosh)
- Support for DDS textures (deltakosh)
- Constructive solid geometries (CraigFeldspar)
- Importer plugin system (deltakosh)
- Filter postprocess (deltakosh)
- Convolution postprocess (deltakosh)
- Added Cheetah3d exporter (Calebsem)
- New
BABYLON.ShaderMaterial
object to simply create custom shaders (deltakosh) - See Custom shader - cell shading - New
BABYLON.VertexData
object to easily manipulates vertex attributes (deltakosh) - See VertexData
-
Updates
- Shaders can be loaded from DOM element alongside .fx files (deltakosh)
- Adding arcRotateCamera.wheelPrecision (deltakosh)
- Support for DOMMouseScroll (nicolas-obre)
- Adding BABYLON.PickingInfo.prototype.getNormal (deltakosh)
- Adding a new noMipmap parameter to
BABYLON.CubeTexture
constructor (deltakosh) - Adding
BABYLON.Color3.FromInts()
andBABYLON.Color4.FromInts()
(deltakosh) - Adding invertY parameter to
BABYLON.VideoTexture
constructor (deltakosh) - Adding new
BABYLON.Scene.getCameraByID
function (deltakosh) - Adding new
BABYLON.Scene.setActiveCameraByName()
function (deltakosh) - Renaming
BABYLON.Scene.activeCameraByID()
toBABYLON.Scene.setActiveCameraByID()
(deltakosh) - Adding texture wrapping support to Blender exporter (vousk)
- Add Gulp for buiding babylon cross platform (SideraX)
- Shadow map improvement on pack method (clementlevasseur)
-
Bugfixes
-
New demos
Downloads
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