babylon.quarks 0.24.0 → 0.24.1
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package/CHANGELOG.md
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@@ -4,6 +4,13 @@ All notable changes to the `babylon.quarks` package are documented here.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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and the project follows the `quarks.core` 0.x version line.
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## [0.24.1] — 2026-10-20
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### Changed
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- Version aligned with babylon.quarks-editor 0.24.1 and the Unity exporter 0.24.1, which fix
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issues in 0.24.0 (no runtime changes).
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## [0.24.0] — 2026-10-20
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### Added
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@@ -43,11 +50,12 @@ and the project follows the `quarks.core` 0.x version line.
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on its own generator started from the seed while it steps, and restarts it on `restart()`, so the
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effect plays out identically every time; systems it emits into roll on it too. The editor has a
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"Fixed seed" field; the Unity exporter writes Main → Random Seed when Auto Random Seed is off.
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- `EffectPool`: a pool of copies of one effect for things played many times over.
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parent)` takes an idle copy (or makes one, up to `maxSize`), places it and
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systems have all finished returns to the pool by itself; `stop(copy)` ends
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emission and lets it die out first; `release(copy)` takes it back at once;
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up front. Idle copies stay disabled in the renderer's batches, so acquiring
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- `EffectPool`: a pool of copies of one effect for things played many times over.
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`acquire(position, parent)` takes an idle copy (or makes one, up to `maxSize`), places it and
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plays it; a copy whose systems have all finished returns to the pool by itself; `stop(copy)` ends
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a looping copy's emission and lets it die out first; `release(copy)` takes it back at once;
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`prewarm` makes copies up front. Idle copies stay disabled in the renderer's batches, so acquiring
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allocates nothing.
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- `QuarksUtil.instantiate(root)`: a deep copy of an effect tree, with sub emitter links pointing at
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the copied emitters.
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- `ParticleSystem.sortMode` (constructor option, JSON `sortMode`, written only when not `'none'`):
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