Releases: galacean/engine
Releases · galacean/engine
v0.6.6
v0.6.6
v0.6.0
Physics
- Add physical plug-in in
WebGLEngine
constructor(#505) - Add PhysX Physics plugin (#505)
- Add Lite Physics plugin (#522)
- Add
PhysicsManager
inEngine
(#505) - Add
raycast()
forPhysicsManager
(#505) - Add
StaticCollider
component (#505) - Add
DynamicCollider
component (#505) - Add
BoxColliderShape
(#505) - Add
SphereColliderShape
(#505) - Add
PlaneColliderShape
(#505) - Add
CapsuleColliderShape
(#505)
Input
Script
- Adjust
onTriggerEnter()/onTriggerExit()/onTriggerExit()
parameter type fromACollider
toColliderShape
(#505)
Rendering
- Support Ambient HDR specular Texture in PBR material (#523 )
- Add color space config (#543 )
- Support RGBM HDR format for skybox(#567 )
Math
- Add
rotateAxisAngle()
forQuaternion
(#480)
Else
- Support special mipevel in
Camera.render()
method (#382) - Add
createCapsule()
inPrimitiveMesh
(#515 ) - Add
miplevel
param inTexture2D
,RenderColorTexture
andTextureCubeMap
'sgetPixelBuffer()
method (#382 ) - Add more uv channel and color in gltf
ModelMesh
parse ( #548 ) - Add
clone()
method in Sprite (#532 ) - Add
AnimatorState
script forAnimator
(#552 ) - Add
getCurrentAnimatorState
forAnimator
(#565 )
Fix
Disconnect
v0.5.0
Animation
- Redesign the animation system -
Animator
(#243) - Add animation event in
Script
(#372) - Add
BlendShape
animation forModelMesh
(#374)
Rendering
- Redesign PBR material interface (#418)
- Support spherical harmonics for
AmbientLight
(#392) - Add texture mode for
Background
(#427) - Support vertex color for Blinnphone (#450)
Physics
- Add trigger methods into Script and rewrite CollisionDetection(#404)
- Add
PhysicsManager
and moveraycast()
fromScene
toPhysicsManager
(#462)
Math
- Add some commonly used methods for
Color
(#385)
2D
v0.5.3-alpha.7
v0.5.3-alpha.7
v0.4.12
v0.4.12
v0.4.8
v0.4.8
v0.4.2
v0.4.0
Features
- adjust point/spot light (#341)
- delete decay in PointLight and SpotLight
- light attenuation use 1- x^4 instead of (1-x)^2
- angle define the radians from centre of spotlight where falloff begins, penumbra define the radians from falloff begins to ends
- enhance spotlight shader in BlinnPhong and PBR
- adjust WebGLRendererOptions's stencil default value to true (#313)
- add
SpriteMask
compoment (#239) - redesign
AmbientLight
moudle (#228) - redesign
Background
moudle (#246) - refactor glTF Modle (#257)
VertexElement
enhancement (#287)- add
lerp()
forMatrix
andMatrix4x4
(#268)
Bug Fixes
- fix glTF Modle bugs (#257)
- add texture default name.
- use texture instead of image in
ITextureInfo.index
. - process texture sampler.
- omit gltf camera. can use in
GLTFResource.cameras
camera.fov
use radiance instead of angle.- add count in no-indices primitive.
- when
ISkin.skeleton
is undefined, joints should transforms resolve to scene root. - support
accessor.sparse
- aligment with 4-byte
- use entity instead of entity name in
skin
- material invalid name
- fix material clone error (#306)
- fix
raycast
error (#265)