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Releases: playcanvas/engine

v1.61.0

07 Feb 10:37
7d08803
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Breaking changes

  • [BREAKING] UI Scroll Views now work in XR by @yaustar in #4940
  • [BREAKING] Quad render class, drawQuadWithShader refactor, Camera render events moved. by @mvaligursky in #4988

New Features

Changes to Examples

Fixes

New Contributors

Full Changelog: v1.60.0...v1.61.0

v1.60.0

12 Jan 15:01
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What's Changed

Fixes

  • [Fix] Fix to attribute based morphing by @mvaligursky in #4923
  • [Fix] Postprocessing optimization. by @querielo in #4927
  • [Fix] Regression of world space drag bug #3748 by @yaustar in #4937
  • [Fix] Fix to light options processing causing clustered shaders compilation when lights change by @mvaligursky in #4955
  • [Fix] Fix null access caused in clustered light code when no meshes use lights by @mvaligursky in #4956
  • [Fix] Clustered light culls meshes when the atlas slot is reassigned by @mvaligursky in #4958
  • [Fix] A few small material bits by @slimbuck in #4959
  • [Fix] Light conservation also affecting ambient (diffuse) light. by @GSterbrant in #4961

Full Changelog: v1.59.0...v1.60.0

v1.59.0

13 Dec 11:39
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New features

Fixes

New Contributors

Full Changelog: v1.58.2...v1.59.0

v1.58.2

23 Nov 17:48
2bab034
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Fixes

  • Fixed null exception in Element Input when button is clicked (1.58.1) by @yaustar in #4883

Full Changelog: v1.58.1...v1.58.2

v1.58.1

22 Nov 08:41
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Bug Fixes

  • Fix missing click events in mixed touch/mouse scenarios (#4839)
  • Fix grab depth texture on WebGL1 (#4845)
  • Fix skybox rotation (#4857)
  • Fix shadow renderer not using nearClip of 0 (#4859)
  • Fix packSamples calculating out-of-bounds (#4862)
  • Audio fix for safari desktop (#4868)
  • Fix light intensities being wrong (#4870)

Full Changelog: v1.58.0...v1.58.1

v1.58.0

07 Nov 14:51
ca3d919
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Breaking changes

  • Refraction index can be set to 0 without defaulting to 0.667. This means any material that is using 0 for this value may experience incorrect rendering and should reset it to the default value.

New features

Fixes

Full Changelog: v1.57.1...v1.58.0

v1.57.1

06 Oct 11:17
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Bug Fixes

Full Changelog: v1.57.0...v1.57.1

v1.57.0

29 Sep 14:26
43ce2af
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Major changes

New features

Fixes

New Contributors

Full Changelog: v1.56.0...v1.57.0

v1.56.0

30 Aug 14:36
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Larger Features

What's new

Bug Fixes

New Contributors

Full Changelog: v1.55.0...v1.56.0

Notes

To enable the new dynamic refractions, a few modifications are required on the application side, first, you need to add this:

            const depthLayer = app.scene.layers.getLayerById(pc.LAYERID_DEPTH);
            app.scene.layers.remove(depthLayer);
            app.scene.layers.insertOpaque(depthLayer, 2);

What this does is to rearrange the layers such that the skydome will be part of the grab pass. Then we need to make the camera actually perform the grab pass:

            const camera = new pc.Entity();
            camera.addComponent("camera", {
                clearColor: new pc.Color(0.4, 0.45, 0.5)
            });
            camera.setLocalPosition(0, 5, 30);
            camera.camera.requestSceneColorMap(true);

The last thing to do is to make sure you create the graphics device with the alpha option set to true

        // Create the app and start the update loop
        const app = new pc.Application(canvas, {
            graphicsDeviceOptions: {
                alpha: true
            },
            mouse: new pc.Mouse(document.body),
            keyboard: new pc.Keyboard(document.body),
            touch: new pc.TouchDevice(document.body)
        });

v1.55.4

15 Aug 14:03
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Bug Fixes

  • Updated REGEX for Samsung Exynos check for Snapchat Minis (#4515)
  • [Fix] Fix error message accessing null in SkinInstance (#4526)
  • Clear wasm module global (#4527)
  • Fix preprocessor regexp matching extensions (#4530)
  • fix for the named morph targets feature (#4532)

Full Changelog: v1.55.3...v1.55.4