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--------------------------
PlayCanvas Runtime Changes
--------------------------
--------
v0.147.4
--------
* Added animation example and Playbot model
* Added post effects and camera scripts under extras
* Added LICENSE file
--------
v0.147.3
--------
* Improve float packing algorithm (used for shadow mapping).
* [FIX] postEffects is initialized before enabled
--------
v0.147.2
--------
* [FIX] Frame buffer clearing now works if flags are zero.
* [FIX] Documentation fixes for post effects.
--------
v0.147.1
--------
* Documented post effects.
--------
v0.147.0
--------
* When an entity is destroyed it will first disable all of its components.
* When a component is initialized its onEnable method will be called.
* Added pc.posteffect.PostEffectQueue for managing multiple post effects for a camera. The camera component now has a post effects queue allowing users to add / remove post effects to a camera.
* Added example using post effects.
* Added various post effects.
* Camera system now has an array of active cameras instead of a 'current' camera. The application framework now renders all cameras instead of just the current camera.
* Exposed priority, clearColorBuffer, clearDepthBuffer and rect for the camera component, Now supporting pc.Vec2 and pc.Vec4 as runtime types.
* All post effects now derive from pc.posteffect.PostEffect.
* [FIX] Set particle_time to 0 when a particle emitter is initialized.
--------
v0.146.1
--------
* [FIX] Set state that affects shadow buffer clearing before the clear happens (in particular, depth write).
--------
v0.146.0
--------
* Support for loading models with URL mapping instead of resource_id mapping
* Added resource handler for text resources
--------
v0.145.4
--------
* [FIX] Disable simulation before changing the rigidbody type so that simulation will be properly enabled again after the type changes
* Improved the docs for applyForce
--------
v0.145.3
--------
* [FIX] Added null check when updating script instances in case some of them are removed from the update list while the loop is in progress
--------
v0.145.2
--------
* Changed camera nearClip and farClip minimum to be 0.0001 and decimal precision to 3 digits
--------
v0.145.1
--------
* [FIX] Remove assignment to constructor property in pc.inherits, seems to fix FF Bug which breaks inheritance randomly!?
--------
v0.145.0
--------
* Added documentation to currentTime and duration in the animation component
* Updated docs for pc.math.random
* Added examples directory with spinning cube example
* Added docs for pc.math.Vec3 parameters
* [FIX] Bug where triggerleave / collisionend would not always be fired
* [FIX] Removed call to entity.trigger.initialize right after the constructor
* [FIX] All tests now pass
* [FIX] Rogue 'light' global var
* [FIX] Added simulationEnabled in rigidbody_data to avoid enabling / disabling rigidbody simulation multiple times
* [FIX] Bug where a model component would not update its model's graph if it started disabled
* [FIX] If a collision component is initialised before a rigid body component and a trigger is created, make sure to destroy that trigger when the rigid body is initialised
--------
v0.144.3
--------
* [FIX] Ensure render targets are rendered fullscreen for post fx.
--------
v0.144.2
--------
* [FIX] Error when trying to call script instance#destroy when removing a script component
--------
v0.144.1
--------
* [FIX] Renamed pc.events.initalize to pc.events.attach to prevent it breaking compatibility when adding events to script instances
--------
v0.144.0
--------
* Improved entity enabling / disabling mechanism to include children
* Improved component enabling / disabling mechanism
* Various optimizations
--------
v0.143.4
--------
* [FIX] Fixed typos in script attribute docs
--------
v0.143.3
--------
* [FIX] Call e.preventDefault in 'touchmove' event to avoid issues in Chrome Android
--------
v0.143.2
--------
* [FIX] Identity texture transform now correctly generated.
--------
v0.143.1
--------
* Optimizations in the script system, obb shapes and materials
--------
v0.143.0
--------
* Call onEnable / onDisable methods on script instances when their script component is enabled / disbled
--------
v0.142.0
--------
* Added enabling / disabling of Entities and Components
--------
v0.141.1
--------
* [FIX] On FFOS, packaged apps does not have content type set correctly for some data formats (e.g. OGG).
--------
v0.141.0
--------
* Added pitch to audiosource component
--------
v0.140.0
--------
* Added input_mouse#wasReleased method
--------
v0.139.1
--------
* Added documentation for decimalPrecision for script attributes
--------
v0.139.0
--------
* Added postInitialize method in scripts
--------
v0.138.3
--------
* [FIX] Script Attributes would not update correctly from the designer
* [FIX] Documentation fixes
--------
v0.138.2
--------
* [FIX] Only include texture transforms in Phong materials if they are not the identity matrix
--------
v0.138.1
--------
* [FIX] Update particle emitter code to latest Math API.
--------
v0.138.0
--------
* Added onAttributeChanged method in scripts and 'set' event for script attributes
* Default near / far camera clip planes now default to 0.3 and 1000
* [FIX] pc.Quat#transformVector now creates a pc.Vec3 result instead of a pc.Quat
* [FIX] Error when a collision component has been destroyed and we need to call collision exit events
--------
v0.137.2
--------
* [FIX] Gravity livelink now works with the new Math API.
--------
v0.137.1
--------
* Add support for fullscreen 'screenscanvas' mode in CocoonJS.
--------
v0.137.0
--------
* Exposed material texture transforms in the designer
* Added texture tiling, offset and rotation
--------
v0.136.2
--------
* [FIX] UV transforms work again.
--------
v0.136.1
--------
* [FIX] CameraNode#screenToWorld (new Maths API)
* [FIX] Global ambient now works again
* [FIX] Triggers now work again (new Maths API)
--------
v0.136.0
--------
* [BREAKING] New Maths API
* Replaced pc.math.vec2 with pc.Vec2
* Replaced pc.math.vec3 with pc.Vec3
* Replaced pc.math.vec4 with pc.Vec4
* Replaced pc.math.quat with pc.Quat
* Replaced pc.math.mat4 with pc.Mat4
* See docs for more details
--------
v0.135.2
--------
* [FIX] bumpMapFactor now becomes bumpiness in the Phong material
v0.135.1
--------
* Hide ballsocketjoint from the docs.
* [FIX] Prevent the engine throwing an exception on startup if the anisotropic filter extension is not available.
--------
v0.135.0
--------
* Merged model and primitive components
* Added cylinder collision
--------
v0.134.0
--------
* [FIX] Collision component cloning issues
* [FIX] Fullscreen button should now work in IE11+
* [FIX] Capsule resize bug in the designer where the same capsule would be always be edited
* Render collision sphere as a sphere rather than a circle
* Optimized max anisotropy handling
* Removed support in the engine for specular factor map because nobody uses them
* Added docs for gloss map on Phong material
* Added pc.Color#clone and pc.scene.Material#clone
* Support for more Phong material attributes in the designer
--------
v0.133.2
--------
* [FIX] More accurate reporting of delta time in the framework (fixes jittery physics).
--------
v0.133.1
--------
* [FIX] Sphere maps now load into the engine correctly.
--------
v0.133.0
--------
* Changed rigidbody.bodyType to rigidBody.type
--------
v0.132.1
--------
* [FIX] Materials are no longer tied to a single scene (broke picking).
--------
v0.132.0
--------
* Moved Asset and AssetRegistry from pc.fw into pc.asset
* Renamed getAsset() to getAssetByResourceId()
* Added AssetRegistry.find() and AssetRegistry.findAll(), and deprecated getAssetByName
--------
v0.131.1
--------
* [FIX] Allow PlayCanvas to run in IE11 by avoiding UNSIGNED_BYTE data with vertexAttribPointer if it's not supported.
--------
v0.131.0
--------
* Integrated fog settings with the Designer
--------
v0.130.3
--------
* Updated script component docs
--------
v0.130.2
--------
* Updated script component docs
--------
v0.130.1
--------
* Updated script related documentation
--------
v0.130.0
--------
* Added script attributes support
* LightNode#setColor now takes a pc.Color instead of a pc.math.vec3
* Changed camera and light node code to be in object notation
* [FIX] Changing shadow resolution in Designer works again
* [FIX] Reflection map handled correctly in PhongMaterial
--------
v0.129.2
--------
* [FIX] Depth write state caching.
* [FIX] Blend function caching now works properly.
--------
v0.129.1
--------
* Removed setFrontFace function.
* Added EXP fog and fixed the equation for determining EXP2 fog factor.
* [FIX] Light enabling/disabling works in Designer again.
--------
v0.129.0
--------
* [FIX] Cloning Entities with light components works
* Added render states to materials
* [FIX] Trigger volumes no longer deactivate after a period of in-activity
* [FIX] Fixed crash in Designer when collision component is removed
--------
v0.128.2
--------
* [FIX] Setting linear and angular velocity values on a kinematic rigidbody works again
* [FIX] Moving a trigger (collision component) works
--------
v0.128.1
--------
* [FIX] Touch co-ordinates now match MouseEvent co-ordinates. i.e. top-left to bottom-right and match the CSS size of the element
* More docs to Entity and pc.net.http
--------
v0.128.0
--------
* Added context.touch if the browser has touch controls enabled
* Filtering camera fov and orthoHeight based on projection value
--------
v0.127.3
--------
* [FIX] Issues with collision mesh scaling
--------
v0.127.2
--------
* Fix docs for light component
--------
v0.127.1
--------
* Add documentation for light component
--------
v0.127.0
--------
* [BREAKING] Remove all directionallight, pointlight, spotlight components. Replaced with light component
--------
v0.126.6
--------
* [FIX] Light cloning issue
* [FIX] Issue when setting range on spotlights
* Added support for non-billboarded particles
--------
v0.126.5
--------
* Changed trigger documentation.
* Added particle system support - only static emitters are supported for now.
--------
v0.126.4
--------
* [FIX] Error when rigid body entities are null.
--------
v0.126.3
--------
* [FIX] Error when cloning collision components.
--------
v0.126.2
--------
* [FIX] Alpha sorting now uses the bounding box so create a default one.
--------
v0.126.1
--------
* Updated collision event documentation
--------
v0.126.0
--------
* Added light component that combines all other lights into one. (private for now)
* Now filtering rigid body properties that are irrelevant to static rigid bodies
* Added triggerenter and triggerleave events and now only firing contact, collisionstart, collisionend events between rigid bodies
--------
v0.125.2
--------
* [FIX] Added collision component 'type' in its properties
--------
v0.125.1
--------
* [BREAKING] Remove all old collision* components
--------
v0.125.0
--------
* [FIX] Designer crash when removing a rigidbody component and trying to move the Entity
* No longer fire contact events between two static bodies
* No longer fire contact events between triggers
* Add documenation for collision component
* Removed deprecated 2D physics code
--------
v0.124.0
--------
* Added collision component which has the functionality of all the other collision components.
--------
v0.123.1
--------
* [FIX] Opacity of zero now works. Setting an opacity map now sets the correct blend mode on the material.
--------
v0.123.0
--------
* Added collision triggers when an entity only has a collision component and not a rigid body
--------
v0.122.3
--------
* Render transparent meshes back to front order
* Change OPEN_ENTITY livelink message to match new Designer format
--------
v0.122.2
--------
* [FIX] Gizmo no longer broken - take a copy of Pack data before opening
--------
v0.122.1
--------
* [FIX] If Ammo not loaded
--------
v0.122.0
--------
* [FIX] Loading pack settings at startup
--------
v0.121.0
--------
* Support for PackSettings livelink messages
--------
v0.120.2
--------
* [FIX] Check the precision capabilities of the GPU and generate shaders accordingly.
* Now calling activate internally in rigid body methods that apply forces etc.
--------
v0.120.1
--------
* Added docs for pc.scene.Mesh and pc.scene.MeshInstance.
--------
v0.120.0
--------
* Support for displaying remote cameras in designer
--------
v0.119.1
--------
* [FIX] Force cache-busting off on resources to fix script debugging
--------
v0.119.0
--------
* No longer caching scripts when running from the designer
--------
v0.118.0
--------
* Added component system descriptions
--------
v0.117.0
--------
* [FIX] Docs for pc.input.Controller
* [FIX] Docs for pc.fw.ApplicationContext
--------
v0.116.0
--------
* Added pc.input.Keyboard#wasReleased()
* [FIX] Capsule rendering in Designer
--------
v0.115.1
--------
* [FIX] Previous change broke kinematic objects
--------
v0.115.0
--------
* Changed setLinearVelocity and setAngularVelocity methods to linearVelocity and angularVelocity properties
* Add applyTorque and applyTorqueImpulse to Rigidbody Component
* Changed setLinearFactor and setAngularFactor methods to linearFactor and angularFactor properties
* Add linearDamping and angularDamping properties to Rigidbody Component
--------
v0.114.1
--------
* [FIX] Update raycasting to the latest Ammo API.
--------
v0.114.0
--------
* Update Ammo (Physics Engine) to be based on Bullet 2.8.1
* Allocate less when loading animations
--------
v0.113.0
--------
* Added pc.resources.JsonResourceHandler for loading assets of type 'json'.
--------
v0.112.0
--------
* [FIX] Update setLinearFactor and setAngularFactor to work correctly
--------
v0.111.5
--------
* [FIX] Lighting is now correct for non-uniform scaled objects.
--------
v0.111.4
--------
* [FIX] Handle the case where a single material is referenced by a skinned and an unskinned mesh.
--------
v0.111.3
--------
* Skin splitting works again.
* pc.json API now private.
--------
v0.111.2
--------
* [FIX] Sky boxes no longer flicker.
--------
v0.111.1
--------
* [FIX] Default assets list in animation component to [] not null
--------
v0.111.0
--------
* [BREAKING] New Model Asset format
* Support for Textures as first-class Assets
* Support for Materials as first-class Assets
--------
v0.110.0
--------
* Added ballsocket joint component.
--------
v0.109.1
--------
* [FIX] 109 broke scene rendering/picking in Designer.
--------
v0.109.0
--------
* Added a forward render for scene rendering.
* Added Bokeh post effect.
* Added depth shader.
--------
v0.108.0
--------
* [FIX] Check for supported audio types when loading for Web Audio API
* Added sepia post effect
* Added blend post effect
* Added edge detect post effect
--------
v0.107.4
--------
* [FIX] Static cubemap component fixed.
* Add camera component property to get/set the render target.
--------
v0.107.3
--------
* [FIX] Flip skybox in X.
--------
v0.107.2
--------
* Docs improvements.
--------
v0.107.1
--------
* [FIX] pc.Color accepts another pc.Color as a constructor argument
--------
v0.107.0
--------
* [BREAKING] Removed Bloom Component
* [BREAKING] Removed 'offscreen' attribute from Camera Component
* [BREAKING] Changed pc.gfx.VertexElementType to pc.gfx.ELEMENTTYPE_
* [BREAKING] Removed pc.gfx.VertexElement
* [FIX] Cubemap Component no longer crashes
* Added new pc.posteffect namespace for Post Effects
* Added Bloom, FXAA and Luminosity post effects
--------
v0.106.2
--------
* [FIX] ResourceLoader now correctly loads identical child resources concurrently.
--------
v0.106.1
--------
* Added generic vertex semantics for things like particle data.
--------
v0.106.0
--------
* [BREAKING] Frame buffers are now render targets
* [BREAKING] Decoupled PlayCanvas file format from shader code by introducing vertex semantics
* [BREAKING] Updated Camera, Primitive, Directional Light, Spot Light and Point Light components to use pc.Color
* Application code can create render targets of arbitary pixel format
* pc.Color object for representing RGBA colors
* [FIX] Camera setOrthoHeight() now updates the matrix
--------
v0.105.3
--------
* [FIX] Updated screenToWorld function to no longer require pc.gfx.Device.getCurrent.
--------
v0.105.2
--------
* Updated pc.gfx docs.
--------
v0.105.1
--------
* [FIX] Correct lookup of precalculatedTangents setting.
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v0.105.0
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* Engine updated to support multiple canvases on a single page
* [BREAKING] pc.gfx.Device.getCurrent() and pc.gfx.Device.setCurrent() removed
* pc.gfx.Device now avaiable in pc.fw.ApplicationContext
* [FIX] pc.math.vec3.clone creates a proper clone now
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v0.104.5
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* Store the DOM touch event in pc.input.TouchEvent to allow calling of prevent Default in handler.
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v0.104.4
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* [FIX] Rigid body system now steps the simulation independent of frame rate.
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v0.104.3
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* [FIX] Exceptions that are thrown in script constructors or initialize() are no longer swallowed
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v0.104.2
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* Added support for scaled collision meshes.
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v0.104.1
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* Documentation fixes for ResourceLoader
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v0.104.0
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* New pc.resources.ResourceLoader which returns a RSVP.Promise instead of using callbacks
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v0.103.0
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* Added collisioncapsule component
* Engine updated to comply with JSHint
* [FIX] No longer possible to pick line geometry
* [FIX] Corrected primitive types for bloom and model loading
* [FIX] Sounds (Web Audio API) now pause correctly if paused more than once on a single play through
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v0.102.3
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* [FIX] Updated to latest Web Audio API spec. PlayCanvas apps no longer crash in Firefox Nightly.
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v0.102.2
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* [FIX] GraphNode right, up and forwards properties now work.
* [FIX] pc.math.multiply now creates a result quaternion correctly if not supplied as parameter.
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v0.102.1
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* [FIX] Don't add collision meshes to the hierarchy.
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v0.102.0
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* Added new collision mesh component.
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v0.101.1
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* [FIX] Animation blending works again (broken in 0.99.1).
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v0.101.0
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* Documented almost all of pc.math and renamed a number of functions for uniformity.
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v0.100.0
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* Added pc.math.smoothstep and pc.math.smootherstep.
* pc.math.pot -> pc.math.powerOfTwo
* Removed pc.math trigonometric functions.
* Documented the whole quaternion API.
* Allow skybox to be rendered at any time with any camera (much more robust and faster too!).
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v0.99.1
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* Update a skeleton's graph if a time is explicitly set. Prevents you seeing previous animation frame on playing an anim from an entity script, since entity script udpates occur after animation component update.
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v0.99.0
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* Aspect ratio of Designer-rendered cameras is now fixed at 16/9.
* Exposed aspectRatio on camera component.
* Added right, up and forwards properties to pc.scene.GraphNode.
* Update a skeleton's interpolated keyframes immediately upon setting a new time.
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v0.98.6
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* Added documenation for pc.fw.Entity#clone()
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v0.98.5
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* Soften PCF shadows.
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v0.98.4
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* [FIX] Prevent GLSL pow function from being passed zero which causes glitches on Mac OS X.
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v0.98.3
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* Optimize setting of vertex buffer attributes in the graphics device.
* Simplified and optimized GLSL lighting code.
* [FIX] Specular lighting calculation now takes the light color into account.
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v0.98.2
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* Renamed enums for blend modes and primitive types.
* Disable blending for opaque meshes.
* Add a blend type to a material that specifies how it should blend when rendered.
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v0.98.1
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* Added pc.audio.Channel#getDuration() to safely access the duration of the audio clip
* Added pc.string.toBool() to convert a string value to a boolean value
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v0.97.2
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* [FIX] Work around presumed GLSL compiler bug on Mac where directional light appears inverted in Y axis. Code should be equivalent.
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v0.97.1
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* Optimized WebGL texture state setting.
* [FIX] Phong shader now generates correct GLSL for lightmapping with no lights.
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v0.97.0
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* Add pc.fw.AudioSourceComponent#unpause() to resume playback from paused (instead of using play() which starts from the beginning of the sound)
* [FIX] Tabbing away correctly suspends audio in Firefox
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v0.96.6
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* [FIX] Use parentNode value for element if touch event lands on an SVG element. [Properly this time]
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v0.96.5
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* [FIX] Use parentNode value for element if touch event lands on an SVG element.
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v0.96.4
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* [FIX] Fix so that touch position is not null in Firefox when using SVG elements
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v0.96.3
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* [FIX] Fix to touch events when attached to elements without width and height attributes (i.e. not the canvas)
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v0.96.2
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* [FIX] No longer call preventDefault() in TouchDevice event handling. User should call it themselves.
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v0.96.1
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* [FIX] Make sure physics libraries are loaded before loading Entities
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v0.96.0
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* loadFromTOC function for pc.fw.Application
* Added AssetCache for preloading asset metadata
* Added pc.fw.ContentFile for where preloaded data is stored
* pc.gfx.VertexBufferUsage -> pc.gfx.BUFFER_
* pc.gfx.IndexFormat -> pc.gfx.INDEXFORMAT_
* Restore gl format of index buffer that is used when primitive is drawn
* Made ResourceLoaderDisplay prettier
* Deprecate AssetResourceHandler and EntityResourceHandler
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v0.95.0
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* Added Entity#clone() method
* Support opacity on shadow maps (useful for alpha-tested foliage)
* Check if isActive() is true before syncing entity to rigidbody
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v0.94.3
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* [FIX] Procedural cylinder code was generating caps incorrectly, causing NaNs to be generated for tangents.
* Renormalize normal and tangent in case the model matrix has a scale in it.
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v0.94.2
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* Better scaling function for normal map.
* [FIX] Fixes for when no lights are enabled.
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v0.94.1
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* Switched engine back to using precalculated tangents, but can be switched on a device flag.
* Change spotlight boundary interpolation.
* Fix shadow interaction with non-shadowcasting lights.
* All Phong lighting now done in world space.
* Reflection maps now lerp towards diffuse color based on reflectivity.
* Fix WebGL errors about texture completeness (unitialised texture objects).
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v0.94.0
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* Engine no longer generate vertex tangents. Instead, it perturbs surface normals using a normal map in the fragment shader.
* Added support for heightmap bump mapping.
* Added support for gloss maps (per-pixel shininess).
* Specular shininess no longer queried from specular map alpha channel (use gloss map instead).
* Per pixel opacity no longer queried from diffuse map alpha channel (use opacity map instead).
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v0.93.1
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* Physics docs corrections.
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v0.93.0
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* Renamed collisionbox.size to collisionbox.halfExtents
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v0.92.0
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* First public version of rigidbody component
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v0.91.0
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* Renamed 'body3d' component to 'rigidbody' component
* Added isActive() and activate() to rigidbody component
* Better argument options for applyForce() and applyImpulse()
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v0.90.2
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* relativePoint for Body3d.applyForce and Body3d.applyImpulse is now an optional argument, defaults to 0,0,0
* [FIX] Default values for body3d and collisionbox
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v0.90.1
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* [FIX] Activate body inside a syncTransform() so that livelink movement re-activates
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v0.90.0
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* [FIX] GraphNode#rotate() and GraphNode#rotateLocal() take can accept a single vector argument like in the docs
* Replace Body3d 'static' with 'bodyType' which can be dynamic, kinematic or static.
* hasEvent() added to event API to check whether an handler is bound
* Working on Body3d component
* Add support for contact/collision events
* Add support for raycastFirst()
* 'collisionbox' format changed to single 'size' property
* Fire 'livelink:updatetransform' event when entity transform is updated over a livelink
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v0.89.0
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* Implemented pc.scene.Model#generateWireframe.
* Added pc.input.TouchDevice
* Added shadow resolution attribute. Removed cast shadows attribute from point light component.
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v0.88.1
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* Added pc.fw.CameraComponent#screenToWorld.
* [FIX] Skybox now renders correctly in Designer.
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v0.88.0
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* [FIX] Engine now honours toggling of cast shadows in Designer.
* pc.gfx.ClearFlag -> pc.gfx.CLEARFLAG
* Reworked directional light shadowmap camera frustum calculation.
* Set WebGL to treat alpha more similarly to OpenGL.
* Corrected aspect ratio of directional light shadow frustum. Added a fudge factor to Z limits of frustum to prevent clipping of shadow casters.
* Initial support for inserting one-shot commands into draw call queue (to do things like clearing the depth buffer).
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v0.87.0
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* Replace event methods .bind()/.unbind() with .on()/.off(). Deprecated bind()/unbind().
* [FIX] Designer cameras now no longer create frustum graphics resources (caused WebGL errors).
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v0.86.6
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* [FIX] Binary skins now partition correctly.
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v0.86.5
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* [FIX] Final fix for skybox component.
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v0.86.4
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