Releases: galacean/engine
Releases · galacean/engine
v1.3.5
What's Changed
Fixed 🐞
- Fix litePhysics
raycast
error by @luzhuang in #2321 - Fix measure text width error by @singlecoder in #2247
Full Changelog: v1.3.3...v1.3.5
v1.3.3
What's Changed
Features 🎉
- Support WebP plugin by @zhuxudong in #2310
Fixed 🐞
- Fix transform parent dirty error when added as root entity by @cptbtptpbcptdtptp in #2311
Full Changelog: v1.3.1...v1.3.3
v1.3.1
What's Changed
Features 🎉
- ParticleRenderer support bounds and frustum culling by @JujieX in #2110
- Refactor 2d render pipeline by @singlecoder in #1708
- Animator support transition conditions by @luzhuang in #2096
- Refactor state transition update logic and fix time bug by @luzhuang in #2130
- Support
Prefab
by @luzhuang in #2108 - Add constructor to sub primitive and export by @johanzhu in #2155
- Export
ClearableObjectPool
andReturnableObjectPool
from utils by @singlecoder in #2154 - Support post process by @zhuxudong in #2129
- Camera
setReplacementShader
supportReplacementFailureStrategy
when failed by @cptbtptpbcptdtptp in #2172 - Refactoring the ShaderLab Compiler Module using the LALR Algorithm for Enhanced GLSL Compatibility and Reduced Build Size by @Sway007 in #2113
- Path in
#include
directive support relative path against to shader's path AND fix code generation error when target language is gles 100 by @Sway007 in #2241
Fixed 🐞
- Fix two static colliders collided in lite physics by @luzhuang in #2036
- Support transparent shadow by @zhuxudong in #2080
- Fix set 2d color no working by @singlecoder in #2128
- Fix the
this
of animation event script is not right by @luzhuang in #2137 - Fix PBR shader brdf.rg may less than 0 by @zhuxudong in #2173
- Fix the logic that incorrectly determines the length of the atlas when loading it by @cptbtptpbcptdtptp in #2164
- Clamp shadow strength to 0~1 by @zhuxudong in #2233
- Fix preprocessor parenthesis expression parse by @Sway007 in #2236
- Clamp linear gamma at last output by @zhuxudong in #2243
- Update controller loader to enhance stateMachine and fix crossfade bug when dest state has no clip by @luzhuang in #2228
- Fix particle bugs by @GuoLei1990 in #2256
- Fix 2D batch buffer error by @singlecoder in #2257
- Fix
spriteDisableBatching
tag failure by @cptbtptpbcptdtptp in #2261 - Fix update size error when charactorController disabled by @luzhuang in #2259
- Fix SkinnedRenderer.boundingBox updates are not timely by @cptbtptpbcptdtptp in #2272
- Fix evaluate value error when switch layer state && get target value error in stateMachine callback and animation event by @luzhuang in #2258
- Fix animation time error because of speed and animatorParameter rename bug by @luzhuang in #2273
- Fix sub asset promise error by @zhuxudong in #2274
- Fix XR camera clear flag error by @cptbtptpbcptdtptp in #2281
- Fix default precision declaration in ShaderLab by @Sway007 in #2286
Other Changes
- fix: broken url in docs by @MrKou47 in #2290
- fix: fix markdown syntax by @MrKou47 in #2294
- [Doc] Fix shader doc links by @zhuxudong in #2297
- Revert "Add advanced shader docs" by @cptbtptpbcptdtptp in #2301
- [Docs] fix glTF doc link error by @zhuxudong in #2300
- chore: add engine version documentation by @MrKou47 in #2303
- chore: remove all duplicate docs by @MrKou47 in #2304
- [Docs] fix material doc group error by @zhuxudong in #2305
New Contributors
Full Changelog: v1.2.0...v1.3.1
v1.3.0
What's Changed
Features 🎉
- ParticleRenderer support bounds and frustum culling by @JujieX in #2110
- Refactor 2d render pipeline by @singlecoder in #1708
- Animator support transition conditions by @luzhuang in #2096
- Refactor state transition update logic and fix time bug by @luzhuang in #2130
- Support
Prefab
by @luzhuang in #2108 - Add constructor to sub primitive and export by @johanzhu in #2155
- Export
ClearableObjectPool
andReturnableObjectPool
from utils by @singlecoder in #2154 - Support post process by @zhuxudong in #2129
- Camera
setReplacementShader
supportReplacementFailureStrategy
when failed by @cptbtptpbcptdtptp in #2172 - Refactoring the ShaderLab Compiler Module using the LALR Algorithm for Enhanced GLSL Compatibility and Reduced Build Size by @Sway007 in #2113
- Path in
#include
directive support relative path against to shader's path AND fix code generation error when target language is gles 100 by @Sway007 in #2241
Fixed 🐞
- Fix two static colliders collided in lite physics by @luzhuang in #2036
- Support transparent shadow by @zhuxudong in #2080
- Fix set 2d color no working by @singlecoder in #2128
- Fix the
this
of animation event script is not right by @luzhuang in #2137 - Fix PBR shader brdf.rg may less than 0 by @zhuxudong in #2173
- Fix the logic that incorrectly determines the length of the atlas when loading it by @cptbtptpbcptdtptp in #2164
- Clamp shadow strength to 0~1 by @zhuxudong in #2233
- Fix preprocessor parenthesis expression parse by @Sway007 in #2236
- Clamp linear gamma at last output by @zhuxudong in #2243
- Update controller loader to enhance stateMachine and fix crossfade bug when dest state has no clip by @luzhuang in #2228
- Fix particle bugs by @GuoLei1990 in #2256
- Fix 2D batch buffer error by @singlecoder in #2257
- Fix
spriteDisableBatching
tag failure by @cptbtptpbcptdtptp in #2261 - Fix update size error when charactorController disabled by @luzhuang in #2259
- Fix SkinnedRenderer.boundingBox updates are not timely by @cptbtptpbcptdtptp in #2272
- Fix evaluate value error when switch layer state && get target value error in stateMachine callback and animation event by @luzhuang in #2258
- Fix animation time error because of speed and animatorParameter rename bug by @luzhuang in #2273
- Fix sub asset promise error by @zhuxudong in #2274
- Fix XR camera clear flag error by @cptbtptpbcptdtptp in #2281
Full Changelog: v1.2.0...v1.3.0
v1.3.0-beta.10
What's Changed
Fixed 🐞
- Fix SkinnedRenderer.boundingBox updates are not timely by @cptbtptpbcptdtptp in #2272
- Fix XR camera clear flag error by @cptbtptpbcptdtptp in #2281
Full Changelog: v1.3.0-beta.9...v1.3.0-beta.10
v1.3.0-beta.9
What's Changed
Fixed 🐞
- Fix sub asset promise error by @zhuxudong in #2274
Full Changelog: v1.3.0-beta.8...v1.3.0-beta.9
v1.3.0-beta.8
What's Changed
Fixed 🐞
- Fix 2D batch buffer error by @singlecoder in #2257
- Fix
spriteDisableBatching
tag failure by @cptbtptpbcptdtptp in #2261 - Fix update size error when charactorController disabled by @luzhuang in #2259
- Fix evaluate value error when switch layer state && get target value error in stateMachine callback and animation event by @luzhuang in #2258
- Fix animation time error because of speed and animatorParameter rename bug by @luzhuang in #2273
Full Changelog: v1.3.0-beta.6...v1.3.0-beta.8
v1.2.0
What's Changed
Breaking Changes 🛠
Features 🎉
- Refactor
glTFResource
by @GuoLei1990 in #1831 - Add sunSource by @zhuxudong in #1823
- Refactor glTF BlendShape animation by @GuoLei1990 in #1868
- Add animation layer mask by @luzhuang in #1280
- Support glTF progress by @zhuxudong in #1835
- Add
xr
module and supportwebxr
by @cptbtptpbcptdtptp in #1787 Shader
supportdestroy()
by @GuoLei1990 in #1911- AnimationCurve's property support string, object, array and method by @luzhuang in #1895
- Support anisotropy in pbr by @zhuxudong in #1811
- glTF support meshopt by @gz65555 in #1686
- Camera support custom view matrix by @GuoLei1990 in #1954
- Support base url by @gz65555 in #1949
- Add Primitive mesh loader by @gz65555 in #1957
- Input support custom event target. by @cptbtptpbcptdtptp in #1955
ParticleRenderer
support gravityModifier'sTwoConstants
mode by @JujieX in #1964- Support shadow fade by @zhuxudong in #1960
- Complement
ShaderLab
syntax for glsl by @Sway007 in #1980 - Texture support
R32G32B32A32_UInt
format by @GuoLei1990 in #1993 - Camera support opaque texture by @GuoLei1990 in #1989
- Support get AnimatorController from GLTFParser by @zhuxudong in #2093
- Redesign
Skin
ofSkinnedMeshRenderer
by @GuoLei1990 in #2100 ParticleRenderer
support bounds and frustum culling by @JujieX in #1963- Optimize Shader default texture color by @GuoLei1990 in #2114
- Fix sub asset repeated loading by @zhuxudong in #2107
- Enable delay initialization of the MeshoptDecoder by @gz65555 in #2146
- Support parameter passing in component constructor by @cptbtptpbcptdtptp in #2158
- Camera
setReplacementShader
supportReplacementFailureStrategy
when failed by @cptbtptpbcptdtptp in #2163
Fixed 🐞
- Fix sunlight error by @zhuxudong in #1857
- Fix camera aspect ratio by @GuoLei1990 in #1872
- Fix camera crash error in Script by @GuoLei1990 in #1873
- Fix viewport resize bug by @GuoLei1990 in #1880
- Fixed where script functions were in the wrong order when reactivating a entity by @cptbtptpbcptdtptp in #1904
- Fix the syntax for
#include
in ShaderLab by @Sway007 in #1952 - Fix view dir in ortho projection by @zhuxudong in #1962
- Fix infinite loop in
ShaderProgramPool._recursiveDestroy
by @Sway007 in #1968 - Fix
ShaderLab
diagnostics position error when source includeEditorProperties
&EditorMacros
module by @Sway007 in #1966 - Fix the problem of resetting
HtmlCanvas.ClientXXX
when callcanvas.resizeByClientSize()
by @cptbtptpbcptdtptp in #1982 - Fix: particle emission baseShape enabled by @JujieX in #1983
- Fix sort of compiled glsl source by @Sway007 in #1987
- Fix output glsl error when
function overload
exists in shaderlab source code by @Sway007 in #2001 - Fix camera renderTarget flip error by @zhuxudong in #1997
- Fix glTF animation error by @gz65555 in #2014
- Temp fix particle bounds not update when init by @GuoLei1990 in #2017
- Fix the bug of global variable dosn't work in multi-pass ShaderLab by @Sway007 in #2018
- Fix compiling error introduced by preprocessor by @Sway007 in #2028
- Fix primitive destory bug by @changhuihui0218 in #2032
- Fix blend shape error if use quantization by @GuoLei1990 in #2031
- Fix blendshape error by @GuoLei1990 in #2043
- Fix url resolve error by @gz65555 in #2049
- Improve GLSL ES3.00 shader syntax compatibility by @zhuxudong in #2048
- Fix particle error when restore context by @GuoLei1990 in #2068
- Fix quaternion to euler bug by @cptbtptpbcptdtptp in #2073
- Fix collision exception when the scale is negative by @luzhuang in #2037
- Fix lights beyond limits by @zhuxudong in #2092
- Fix Not RLE RGBE HDR files by @zhuxudong in #2088
- Fixed the problem that function macro declaration is lost after compilation by @Sway007 in #2087
- Replace
throw
withconsole.error
to prevent blocking the main thread by @MrKou47 in #2077 - Fix the bug of animation playback for multiple same type components under an Entity by @luzhuang in #2095
- Fix renderer component's order is random now by @zhuxudong in #2097
- Add
Script
inonStart
may cause some functions to not be executed correctly. by @cptbtptpbcptdtptp in #2102 - Fix use default material to prevent material[] by @zhuxudong in #2104
- Fix array index loss after compilation by @Sway007 in #2111
- Fix entity clone bug by @GuoLei1990 in #2124
- Fix background textureFillMode missed of
SceneLoader
by @zhuxudong in #2132 - Fix measure text width error by @singlecoder in #2171
- Fix missing params by @gz65555 in #2174
Other Changes
- Fix garbage collection bugs by @cptbtptpbcptdtptp in #2038
- Revert "
ParticleRenderer
support bounds and frustum culling" by @GuoLei1990 in #2109 - "v1.2.0-beta.6" by @cptbtptpbcptdtptp in #2145
New Contributors
- @changhuihui0218 made their first contribution in #2032
Full Changelog: v1.1.3...v1.2.0
v1.3.0-beta.6
What's Changed
Fixed 🐞
- Fix particle bugs by @GuoLei1990 in #2256
Full Changelog: v1.3.0-beta.5...v1.3.0-beta.6
v1.3.0-beta.5
What's Changed
Features 🎉
- Refactor 2d render pipeline by @singlecoder in #1708
- Animator support transition conditions by @luzhuang in #2096
- Refactor state transition update logic and fix time bug by @luzhuang in #2130
- Support
Prefab
by @luzhuang in #2108 - Add constructor to sub primitive and export by @johanzhu in #2155
- Export
ClearableObjectPool
andReturnableObjectPool
from utils by @singlecoder in #2154 - Support post process by @zhuxudong in #2129
- Camera
setReplacementShader
supportReplacementFailureStrategy
when failed by @cptbtptpbcptdtptp in #2172 - Refactoring the ShaderLab Compiler Module using the LALR Algorithm for Enhanced GLSL Compatibility and Reduced Build Size by @Sway007 in #2113
- Path in
#include
directive support relative path against to shader's path AND fix code generation error when target language is gles 100 by @Sway007 in #2241
Fixed 🐞
- Fix two static colliders collided in lite physics by @luzhuang in #2036
- Support transparent shadow by @zhuxudong in #2080
- Fix set 2d color no working by @singlecoder in #2128
- Fix the
this
of animation event script is not right by @luzhuang in #2137 - Fix PBR shader brdf.rg may less than 0 by @zhuxudong in #2173
- Fix missing params by @gz65555 in #2174
- Fix the logic that incorrectly determines the length of the atlas when loading it by @cptbtptpbcptdtptp in #2164
- Clamp shadow strength to 0~1 by @zhuxudong in #2233
- Fix preprocessor parenthesis expression parse by @Sway007 in #2236
- Clamp linear gamma at last output by @zhuxudong in #2243
- Update controller loader to enhance stateMachine and fix crossfade bug when dest state has no clip by @luzhuang in #2228
Other Changes
Full Changelog: v1.2.0-beta.7...v1.3.0-beta.5