@needle-tools/engine 5.0.1 → 5.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -0
- package/SKILL.md +1 -1
- package/dist/{needle-engine.bundle-CoiOmZ11.min.js → needle-engine.bundle-B3ywqx5o.min.js} +2 -2
- package/dist/{needle-engine.bundle-CVtRrwCi.js → needle-engine.bundle-BoTyA-Le.js} +768 -753
- package/dist/{needle-engine.bundle-B5tG2TR8.umd.cjs → needle-engine.bundle-CzOPcOui.umd.cjs} +4 -4
- package/dist/needle-engine.d.ts +7 -0
- package/dist/needle-engine.js +2 -2
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/lib/engine-components/Light.d.ts +8 -0
- package/lib/engine-components/Light.js +20 -0
- package/lib/engine-components/Light.js.map +1 -1
- package/package.json +2 -2
- package/src/engine-components/Light.ts +24 -0
package/CHANGELOG.md
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@@ -4,6 +4,13 @@ All notable changes to this package will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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## [5.0.2] - 2026-04-03
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- Updated `@needle-tools/materialx` to 1.6.0:
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- UV coordinate convention handling (glTF ↔ OpenGL) — fixes UV-dependent effects like displacement and procedural noise in the browser
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- Material-level ambient occlusion for `gltf_pbr` materials per the glTF specification
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- Visual graph editor for interactive MaterialX authoring
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- Fix: Light intensity in scaled AR session
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## [5.0.0] - 2026-03-27
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- **NEW**: Compression support for EXR skybox and environment textures (powered by Needle's [FastHDR](<https://engine.needle.tools/docs/explanation/fasthdr.html>)):
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- 10x faster than EXR
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package/SKILL.md
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@@ -61,7 +61,7 @@ Scaffold a project with `npm create needle`, write TypeScript components, and bu
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**Unity or Blender as visual editors:**
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Unity and Blender act as scene editors — they manage a local Vite dev server, export scenes as GLB files into the web project's `assets/` folder (configured via `needle.config.json`), and serialize component data into glTF extensions. At runtime the engine deserializes this data and creates the corresponding TypeScript components with their configured values. The editors also run a **component compiler** (`@needle-tools/needle-component-compiler`) that watches your `src/scripts/` directory and auto-generates C# stubs (for Unity) or JSON files (for Blender, which the addon loads to generate UI) so your custom TypeScript components appear as editable components in the editor's inspector — this is a convenience feature for visual editing, not a requirement.
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Everything exported from Unity/Blender is accessible from code afterwards. The editors are tools for visual scene setup; the runtime is pure web/TypeScript.
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Everything exported from Unity/Blender is accessible from code afterwards. The editors are tools for visual scene setup; the runtime is pure web/TypeScript. Note: the Unity/Blender editor controls the engine version in `package.json`. To force a specific version, use the npm alias syntax: `"@needle-tools/engine": "npm:@needle-tools/engine@5.0.1"`.
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### Accessing the engine from code
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