hilo3d 1.19.1 → 2.0.0-alpha.1

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package/CHANGELOG.md CHANGED
@@ -1,363 +1,804 @@
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- # [1.19.0](https://github.com/hiloteam/Hilo3d/compare/1.18.0...1.19.0) (2023-05-05)
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-
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+ # 2.0.0-alpha.1 (2026-07-25)
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+
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+ ### Breaking changes
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+
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+ - Replace the public abstract/concrete renderer split with one public `Renderer`. Create every
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+ backend through `await Renderer.create(...)`; direct `new Renderer()` and `new Stage()`
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+ construction are unavailable so initialization always has one explicit asynchronous boundary.
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+ - Remove the public `WebGLRenderer`, `WebGPURenderer`, `WebGLRenderTarget`, and `WebGPURenderTarget`
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+ classes and their backend-specific parameter and lifecycle types. The sole offscreen surface
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+ remains the backend-neutral `RenderTarget` returned by Renderer.
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+ - Replace the backend-class support probe with `Renderer.isBackendSupported('webgpu', options)`.
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+ Explicit backend requests remain fail-closed; `auto` still probes WebGPU without requesting a
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+ device or allocating GPU resources.
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+ - Move the render frontend to `src/render` and the RHI to `src/render/rhi/{webgl2,webgpu}`. Remove
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+ the legacy `src/renderer` and `src/rhi` source trees and do not provide compatibility re-export
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+ paths.
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+
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+ ### Changes
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+
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+ - Add a portable `build-hilo3d-games` Agent Skill with strict TypeScript/Vite starters for 2D, 3D,
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+ and hybrid games, stable-first `2.0.0` dependency resolution, focused public-API references, and
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+ repository checks that keep bundled examples and version-selection behavior valid.
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+ - Separate the full release gate from npm's publish lifecycle: `npm run release:check` retains the
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+ complete validation matrix, while `prepublishOnly` performs only fast deterministic checks before
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+ `prepack` builds the tarball, avoiding repeated browser suites and expired publish OTPs.
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+ - Make the releasable-texture example deterministic by always installing a replacement CPU image
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+ before marking the texture for upload, removing a random page error from the WebGL2/WebGPU UI
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+ release gate.
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+ - Add a shared 2D frontend with atlas-backed `Sprite`, `SpriteFrame` sequence animation,
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+ Canvas-2D-backed `Text2D`, pixel-space `Camera2D`, actual-size sprite pointer hit tests, and
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+ automatic portable instance batches capped at 128 sprites per draw. Sprite raster uses one GLSL ES
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+ 3.00 source through native WebGL 2 or the existing Naga WGSL pipeline.
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+ - Add ordered multi-camera Stage composition through `Camera.priority`, per-camera color/depth/
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+ stencil clear policy, and `Camera.visibility & Node.layer` filtering for Mesh, Light, scriptable
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+ culling, and pointer input. All cameras record into one Render Graph/RHI frame; Camera2D defaults
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+ to the dedicated 2D layer and preserves prior 3D color.
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+ - Redesign the examples gallery with categorized metadata, search, responsive navigation, accessible
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+ controls, isolated per-example query parameters, source/direct links, loading states, and a shared
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+ renderer statistics panel that reports the active WebGL 2 or WebGPU backend.
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+ - Add renderer-local scriptable render pipelines through `RendererCommonOptions.renderPipeline`,
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+ reusable `RenderPipelineFactory` configurations, frame-scoped culling/renderer-list handles, a
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+ narrow `ScriptableRenderGraph`, retained pass-parameter pools, recovery-aware persistent targets,
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+ and shared scene, shadow, fullscreen, copy, and present pass primitives.
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+ - Add `ForwardRenderPipelineFactory` feature injection with per-Renderer feature runtimes and
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+ creation-time capability/limit/format requirements. The empty default feature set retains the
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+ existing direct forward recorder with no intermediate scene target or public-facade draw cost.
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+ WebGPU-only `storage-buffer`, `storage-texture`, `compute-pass`, and `indirect-draw` requirements
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+ now participate in backend selection and device capability/limit/format validation.
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+ - Add the WebGPU compute/storage foundation on the shared renderer path: WGSL host-shareable
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+ `StorageLayout`, renderer-owned `StorageBuffer` upload/readback/recovery semantics, public graph
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+ buffer access, Direct WGSL `ComputeShader` validation through Naga, immutable `ComputeKernel`,
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+ `ComputeRenderPass`, and uniform/storage/complete-2D sampled or write-only-storage-texture
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+ bindings. Compute is a dedicated pass model rather than a `Material` subtype.
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+ - Add portable RHI compute pipeline/pass contracts, direct and indirect dispatch, buffer clear,
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+ direct/indexed indirect draw, compute/storage limits and diagnostics, a one-hop WebGPU backend,
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+ and a WebGL 2 negative implementation that fails before native GL work instead of emulating
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+ storage or compute. Creation-time pipeline requirements now prevent compute/storage pipelines from
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+ falling back to WebGL 2.
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+ - Add the storage-aware raster path with constrained GLSL ES 3.10 translated through Naga, readonly
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+ graphics storage bindings, graph vertex/index/indirect inputs, `GPUDrivenRenderPass`, and
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+ `SceneRenderPass` group-3 pass-global storage variants. Scene variants reuse ordinary renderer
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+ lists and deterministically expand instanced batches to direct per-mesh draws.
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+ - Add a polished deterministic WebGPU showcase and acceptance example: depth prepass → sampled-depth
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+ tile culling → Scene group-3 storage shading, Gaussian cull/reorder/indirect draw, and a
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+ 1024-particle Hilo3D wordmark driven by Direct WGSL fractal value/curl noise, breathing, swirl,
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+ return motion, compaction, GPU-generated indirect draw, and additive glow. GPU-produced counts,
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+ indices, and draw arguments remain GPU-only. The Forward+/Gaussian algorithms are acceptance-scale
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+ proofs, and the page is not a production performance baseline.
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+ - Add a standalone interactive WebGPU compute-physics showcase with 65,536 persistent GPU bodies
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+ split between a readable Hilo3D word lattice and an independent deep-field collision layer of
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+ size-tiered stars, drifting aurora/nebula particles, and cyber-dune grains. Three-octave
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+ value/curl noise, magnetic/shockwave/vortex pointer fields, meteor-head collisions and wake
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+ forces, boundary physics, GPU-authored indirect arguments, and three particle raster layers stay
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+ on the public Render Graph/RHI path. Its deterministic test mode drives real pointer input without
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+ reading particle state back to the CPU.
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+ - Keep first-release compute textures limited to complete 2D graph resources, with transient
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+ write-only storage textures and no persistent storage-texture or layer/mip-view API. Persistent
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+ state uses externally owned renderer `StorageBuffer` objects imported per frame; each Renderer
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+ accepts one pending storage-buffer readback. `cpu-shadow` recovery restores CPU bytes rather than
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+ later GPU mutations, and Direct WGSL `f16` remains fail-closed until the Naga validation path can
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+ validate it end to end. Storage-aware graphics retains broader Material/Scene texture reflection,
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+ while `GPUDrivenRenderPass` rejects non-2D graph texture bindings before backend execution.
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+ - Expose the built-in forward culling results to features, reject feature runtimes shared across
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+ Renderers, and preserve selected RenderTarget color/depth/stencil clear/load/store operations
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+ across feature-enabled scene, intermediate-color, and output passes.
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+ - Reject pre-opaque scene-color sampling and keep the built-in forward feature's `sampledDepth`
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+ option fail-closed; a custom SRP can explicitly compose depth prepass, compute culling, and a
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+ storage-aware Scene pass for Forward+.
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+ - Add backend-neutral `Renderer.waitForIdle()` for application completion fences. Native WebGL 2 or
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+ WebGPU interoperability is opt-in through `Renderer.getExtension()` instead of public `gl` or
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+ `gpuDevice` fields.
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+ - Harden scriptable rendering with role-specific sampled/copy texture usage, pre-frame exact-copy
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+ validation, explicit resolve terminal tracking, per-invocation shadow binding isolation,
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+ effective-material transparent depth sorting, filterable fullscreen capability checks, complete
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+ recovery capability-superset validation, non-revivable per-invocation/per-callback lease facades
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+ over reusable internal storage, and an internal-only pass-pool acquisition path.
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+ - Route `renderToTarget()` through the configured pipeline, make public graph handles unique across
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+ invocations, reject nested rendering through record/prepare/execute, add transactional per-key
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+ persistent-target release, preserve pre-draw Mesh event mutation before draw preparation, and
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+ align after-scene events/face counts with every renderer-list occurrence actually drawn by live
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+ graph passes.
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+ - Keep backend selection outside the draw loop and preserve the existing native fast paths, state
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+ caches, prepared resources, and pass-level execution so the unified public surface adds no
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+ per-draw dispatch or allocation cost.
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+ - Add one internal `RHIFactory` composition root for concrete RHI construction and support probes;
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+ backend drivers receive the concrete RHI directly rather than a command-forwarding facade.
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+
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+ ### Fixes
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+
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+ - Keep the full WebGL2/WebGPU Playwright matrix in local/release validation, while GitHub hosted CI
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+ runs the stable WebGL2 UI/visual matrix and the native/offscreen WebGPU RHI lane instead of
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+ pretending its SwiftShader environment supports reliable canvas presentation.
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+ - Route ShaderToy's two backend cases through its dedicated offscreen pixel/hash interaction gate
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+ instead of loading the same continuous ray-march page again in the generic gate, while retaining
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+ native draw/submit, GPU health, page, network, console, DevTools graphics, and stable-frame
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+ checks.
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+ - Keep the portable RHI benchmark smoke bounded to a single-draw production scenario and isolate
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+ every scenario/backend in fresh Chromium. PR CI runs the stable WebGL 2 production smoke while
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+ WebGPU remains covered by dedicated RHI/browser lanes and the enrolled physical-GPU benchmark;
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+ local non-evidence WebGPU smoke avoids the physical-rig-only timestamp-query feature and uses the
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+ stable Playwright transport.
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+ - Clear handled old-generation submission-fence failures across every renderer submission tracker
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+ only after successful device recovery, so a recovered renderer's `waitForIdle()` observes new
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+ failures without hiding tracker/collection errors.
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+ - Restore the full portable Playwright UI, WebGPU, and visual matrix to `validate:ci`; the
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+ physical-GPU lane remains a separate manual workflow.
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+ - Remove the production handwritten WebGPU mipmap WGSL module. Renderer initialization reuses its
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+ compiler and supplies required GLSL/Naga artifacts through the WebGPU RHI creation contract, while
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+ native shader, pipeline, view, and bind-group creation completes before frame execution.
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+ - Preserve WebGL2 buffer capacity and portable texture-copy orientation, restore browser-managed
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+ external-image color conversion, reject unsupported WebGL2 stencil uploads and depth/stencil
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+ readbacks before native commands, validate render-attachment subresources and depth/stencil
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+ operations before backend execution, mark unused WebGPU combined depth/stencil sibling aspects
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+ read-only, reject pipelines that read an unavailable aspect or write a read-only/unused aspect,
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+ and reject partial WebGL2 compressed buffer uploads whose opaque blocks cannot preserve the
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+ portable top-left row contract without format-specific recompression.
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+ - Make render-target release, replacement, and destroy cleanup resumable per handle so a cleanup
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+ failure retains its owner/record, never double-releases completed handles, and never leaks a
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+ staged replacement allocation.
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+ - Elide unchanged vertex-buffer bindings between adjacent prepared draws and keep WebGPU
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+ buffer-range validation paths static, removing draw-count-amplified hot-path allocations without
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+ weakening the backend validation contract.
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+
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+ ## Earlier 2.0.0 development baseline (2026-07-14)
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+
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+ ### Breaking changes
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+
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+ - Replace the renderer-interface-only `Renderer` export with an abstract shared renderer base and a
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+ separate `RendererContract` type. Backend implementations now inherit common frame planning,
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+ render/light queues, diagnostics, and resource ownership from that base; the protected result is
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+ available as the exported `RenderGraphFramePlan` type for custom subclasses.
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+ - Add the required synchronous `Renderer.renderFrame(callback)` application-frame boundary. Custom
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+ renderer implementations must provide it; callbacks may not return a Promise or retain the frame
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+ facade after returning.
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+ - Make `UniformBuffer` a backend-neutral CPU/std140 object. Remove its WebGL-native `getBuffer()`,
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+ `bind()`, and `destroy()` methods; native allocations now belong to renderer-local WebGL/WebGPU
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+ managers and are released through renderer resource ownership.
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+ - Make `Texture` a backend-neutral CPU descriptor. Remove `Texture.getCache()`, `reset()`,
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+ `getGLTexture()`, `setGLTexture()`, `updateTexture()`, the protected WebGL upload hooks, and the
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+ root `TextureWebGLState` type; WebGL allocation, upload revision, descriptor snapshot, and native
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+ cache ownership now belong to the renderer's texture manager/uploader.
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+ - Restrict `TextureBinding` and `MaterialTexture` to engine `Texture<unknown>` objects so both
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+ backends consume one real resource contract. Remove the WebGL-native `location`, `type`, `size`,
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+ and `glTypeInfo` fields from `ProgramBindingInfo`.
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+ - Change `Shader.reset(gl?)` to backend-independent `Shader.reset()`. Change `RendererFrameCallback`
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+ to return `unknown`; the runtime rejects Promise-like results and escaped frame facades rather
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+ than allowing asynchronous recording.
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+ - Remove the unused WebGL-native `GeometryData.glBuffer` field. Geometry data now exposes only CPU
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+ content/revisions, while each backend owns its buffer variants.
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+ - Make WebGPU manager/target suspend, device-rebind, and atomic attachment-replacement operations
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+ renderer-internal. Public `WebGPUTextureManager` mutations now preserve render-target ownership;
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+ `registerExternal()` rejects target-owned textures instead of creating detached allocations.
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+ - Require Node.js 22.22.2 and npm 12 for development and releases.
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+ - Publish a single ES2022 ESM package entry and remove CommonJS/UMD, global-script, and namespace
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+ declaration variants.
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+ - Remove the dynamic `Class.create`/`Class.mix` and `EventMixin` APIs in favor of native classes and
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+ `EventDispatcher`; use backend-neutral `releaseGPUResources()` for renderer resource lifecycles.
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+ - Require WebGL 2 when the WebGL backend is selected and native GLSL ES 3.00 for shader sources;
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+ remove WebGL 1 contexts, compatibility shader rewriting, and extension adapters for WebGL 2 core
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+ features.
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+ - Change asynchronous `Stage.create()` to default to `backend: 'auto'`. Auto selection uses the
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+ public, device- and GPU-resource-free `WebGPURenderer.isSupported()` adapter probe and prefers
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+ WebGPU when the fallback-adapter policy, required features/limits, and engine minimum limits are
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+ satisfied; it otherwise creates WebGL 2 directly. The probe never requests a device or canvas
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+ context and never initializes the shader compiler, pipelines, or resources. Supplying
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+ `preserveDrawingBuffer` or requesting `alpha: true, premultipliedAlpha: false` straight-alpha
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+ compositing selects WebGL 2 directly. Synchronous `new Stage()` remains WebGL 2 by default because
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+ it cannot await adapter discovery.
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+ - Keep explicit `backend: 'webgpu'` fail-closed with no fallback. Once auto has selected WebGPU,
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+ device/context creation, compiler, pipeline, and resource initialization errors also reject
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+ directly instead of being reinterpreted as capability failures.
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+ - Make `Renderer`/`RenderTarget` the backend-neutral offscreen contract for WebGL 2 and WebGPU,
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+ including MRT, 1×/4× MSAA, sampleable attachments, target rendering, resize, and asynchronous
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+ readback. `MeshPicker` now accepts a `Stage` and returns `Promise<Mesh[]>` from a backend-neutral
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+ GPU object-ID pass with no CPU fallback.
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+ - Remove the public `Framebuffer`, `LightShadow`, and `CubeLightShadow` types, public light
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+ `lightShadow` fields, renderer-owned `useFramebuffer`/`framebufferOption`, implicit render-target
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+ creation, and backend-specific framebuffer example. Native framebuffer and shadow allocation are
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+ renderer internals; the replacement example uses the shared `RenderTarget` contract.
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+ - Remove the WebGL-cache-specific `logGLResource()` export. Use
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+ `renderer.resourceManager.getDiagnostics(rootNode?)` for stable backend-neutral ownership counts.
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+ - Remove the context-blind `capabilities` and `extensions` singletons. WebGL 2 callers use the
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+ owning `WebGLRenderer.capabilities` and `WebGLRenderer.extensions`; remaining public low-level
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+ Program/Buffer/VAO cache inspection requires `getCache(gl)`, while Texture native caches are
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+ backend-private.
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+ - Restrict shadow construction to directional, spot, and point lights through
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+ `ShadowCastingLightParameters`. Area, ambient, and base lights reject shadow configuration before
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+ backend selection instead of allowing a backend to ignore it.
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+ - Require low-level `WebGPUTextureManager` construction to receive an already initialized
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+ `NagaShaderTranslator`; the optional resource-destroy callback moves to the third argument.
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+ - Narrow `KTXLoadRequest` texture overrides to the exported `KTXTextureOptions` contract. Callers
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+ may set sampler, lifecycle, name, UV, and anisotropy options, but container-owned texel format,
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+ extent, image, mipmap, and compression metadata can no longer be overridden.
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+ - Move every non-sampler shader value to the fixed std140 `FrameBlock`, `CameraBlock`, `SceneBlock`,
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+ `LightBlock`, `MaterialBlock`, `ModelBlock`, `GeometryBlock`, `SkinningBlock`, or `MorphBlock`
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+ ABI. Custom `ShaderMaterial` numeric uniforms must migrate to a registered UBO; samplers are the
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+ only classic uniform exception.
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+ - Remove `KHR_techniques_webgl` loading and its GLSL 1.00 sample assets because the extension's
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+ arbitrary classic-uniform shader interface is incompatible with the fixed WebGL 2 UBO ABI.
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+ - Remove the example-only Draco adapter and assets instead of retaining its build-time UMD/CommonJS
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+ wrapper rewrite; future decoder integrations must provide directly consumable ESM and strict
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+ TypeScript declarations.
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+ - Remove the backend-specific `Texture.colorSpaceConversion` boolean. External images now always use
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+ the browser-standard sRGB-managed path, while raw TypedArray/DataView pixels remain explicit
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+ untagged values on both backends.
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+ - Replace `Texture.updateSubTexture(xOffset, yOffset, image)` with the sole descriptor form
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+ `updateSubTexture({ mipLevel, face?, layer?, z?, x, y, width, height, depth?, image })`. The
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+ positional overload has been removed.
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+ - Correct legacy public API spellings: `SkinedMesh` is now `SkinnedMesh`, `needBasicUnifroms` is
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+ `needBasicUniforms`, `ignoreTranparent` is `ignoreTransparent`, and the
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+ diffuse-environment/ambient-light material flag now uses its correctly spelled name.
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+ - Replace the legacy Gulp, Webpack, Mocha, JSDoc and Electron toolchain with Vite, strict
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+ TypeScript, Vitest Browser Mode, Playwright, TypeDoc and ESLint flat config.
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+
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+ ### Changes
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+
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+ - Add a WebGPU-shaped RHI with separate thin native WebGPU and immediate, state-cached WebGL 2
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+ implementations. It covers device resources, prepared shader modules, pipeline/layout/bind-group
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+ objects, render passes, command encoders, queues, surfaces, explicit features/limits, and
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+ device/context recovery without importing engine scene semantics.
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+ - Split rendering code into explicit `renderer/common`, `renderer/shader`, `renderer/webgl`,
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+ `renderer/webgpu`, `rhi/webgl`, and `rhi/webgpu` boundaries. Move GLSL-to-WGSL compilation above
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+ the RHI, move WebGL shadow allocation under its renderer backend, and keep common frame planning
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+ free of native graphics handles.
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+ - Give RHI devices bounded immutable sampler, bind-group-layout, pipeline-layout, and
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+ render-pipeline caches with fixed-field keys and deterministic loss/destroy invalidation. Keep
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+ material, Mesh, shader-variant, binding-set, and upload caches in Renderer; do not
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+ descriptor-deduplicate buffers, textures, shader modules, or bind groups in the RHI.
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+ - Record resource-ready WebGPU scene, shadow, target, and presentation passes through an explicit
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+ application frame. One submission uses revision-snapshotted UBO slots so each camera/pass observes
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+ its own data; recording failures poison the frame instead of submitting partial commands.
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+ - Add bounded per-group bind-group layout/resource caches, WebGPU sampler/snapshot and numeric-depth
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+ specialization LRUs, presentation bind-group reuse, pooled UBO submission slots, dirty-range
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+ instance uploads, and per-pass command-state deduplication.
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+ - Move WebGL texture allocation/upload into a per-state manager and backend uploader, detect
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+ descriptor changes without replacing stable framebuffer texture objects, and release native
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+ allocations through an internal lifecycle channel that public events cannot cancel.
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+ - Add a bounded immutable WebGLSampler cache with per-texture descriptor-key memoization and
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+ per-unit bindings. Numeric and comparison reads can share one depth texture without mutating its
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+ global state, and active samplers are never evicted from a texture unit.
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+ - Track render-target attachment allocation generations across WebGL 2 and WebGPU. Texture target
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+ changes, failed uploads, and public attachment destruction now invalidate the previous allocation;
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+ targets rebuild or reattach before reuse and reject stale native handles.
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+ - Protect pending WebGPU submissions from early target, buffer, texture, and shadow-atlas
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+ destruction; defer native retirement until submission ends and reject same-submission geometry or
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+ instance-buffer mutation instead of rewriting resources already referenced by recorded passes.
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+ - Replace serialized shader variant keys with a bounded, structured dual-lane 64-bit hash, exact
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+ collision buckets, stable-draw revision snapshots, source-aware custom shader keys, and
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+ generation-safe cache release. GLSL ES 3.00 remains the only authored portable raster language;
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+ WebGPU-only compute/storage use the constrained source contracts described above.
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+ - Migrate all maintained engine, test, example and tooling code to checked TypeScript without
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+ type-checking bypasses.
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+ - Split TypeScript into referenced library, test, example and Node projects with strict shared
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+ rules.
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+ - Generate bundled public declarations and API reports directly from the checked source.
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+ - Add repository-wide typed linting, deterministic formatting and enforced browser coverage.
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+ - Add Vite multi-page example builds and an automatically collected 80-HTML Playwright matrix.
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+ Seventy-eight pages run through WebGL 2 and WebGPU; `webxr.html` is explicitly WebGL 2-only while
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+ browsers expose XR presentation through `XRWebGLLayer`, and `compute_gpu_driven.html` is
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+ explicitly WebGPU-only because its required capabilities are not simulated on WebGL 2.
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+ - Gate the same deterministic lit PBR readback and screenshot through both backends, and exercise
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+ fractional-DPR resizing, life-game and ShaderToy input, glTF Viewer load/replace/release, live
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+ post-process changes, native compressed textures, and GPU mesh picking on both backends. The first
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+ WebGL 2 and WebGPU frames must be byte-for-byte identical.
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+ - Validate the packed package with publint, Are the Types Wrong, Bundler and NodeNext consumers, and
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+ ESM runtime loading.
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+ - Generate and deploy the API documentation and examples site from TypeDoc and Vite in CI.
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+ - Run the existing engine suite in headless Chromium with real WebGL contexts.
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+ - Bundle the area-light LTC lookup data and skybox textures locally so rendering never depends on
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+ third-party runtime URLs.
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+ - Remove obsolete `OES_standard_derivatives` and `WEBGL_depth_texture` requests because both are
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+ WebGL 2 core features, and enforce this class of WebGL 1 extension wrapper in the modernity gate.
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+ - Add type-safe std140 layout packing, stable global uniform-block bindings, reflected range-size
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+ validation, partial dirty uploads, and static/runtime rejection of legacy shader interfaces.
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+ - Keep GLSL ES 3.00 as the single portable raster shader source, prepare active variants as Vulkan
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+ GLSL 4.50, and translate them through Naga WASM to WGSL. Preparation assigns IO locations,
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+ separates texture and sampler bindings, maps the four WebGPU bind groups, and converts clip-space
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+ depth.
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+ - Route renderer-owned fullscreen presentation and WebGPU mipmap generation through that same GLSL
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+ preprocessing and Naga path. Both consume translated sampler metadata and have no handwritten or
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+ fallback WGSL module; the modernity gate rejects graphics WGSL entry points and only permits
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+ Direct WGSL `@compute` structurally associated with `ComputeShader` validation.
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+ - Express the shared std140 ABI in generated WGSL with explicit `@align`/`@size` wrappers that work
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+ with WebGPU's default language features; do not request or depend on the optional
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+ `uniform_buffer_standard_layout` feature.
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+ - Load Naga through a dynamic ESM boundary so WebGL 2 consumers do not download its JavaScript/WASM
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+ graph; package smoke initializes Naga and translates GLSL from the installed tarball.
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+ - Add WebGPU buffer, texture, uniform, bind-group, render-state, pipeline, and resource-lifecycle
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+ managers with device-limit validation and deterministic caches.
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+ - Complete the GLSL ES 3.00 texture surface across WebGL 2 and WebGPU: `sampler3D`,
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+ `sampler2DArray`, `sampler2DArrayShadow`, and every signed/unsigned integer sampler family for 2D,
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+ 3D, cube, and 2D-array textures now pass through Naga into dimension- and sample-type-correct bind
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+ groups. Managed `Texture` supports 2D, cube, 3D, and 2D-array targets plus signed/unsigned integer
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+ formats. Integer textures require nearest-only sampling, anisotropy 1, and explicit complete mip
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+ chains; mipmapped 3D textures also require explicit complete chains. Both backends reject
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+ compressed 3D textures before allocation, while native compressed 2D-array textures remain
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+ supported.
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+ - Preserve dynamically-uniform sampler-array indexing by lowering flattened texture/sampler pairs
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+ into typed dispatch functions, including texture builtins, sampler function parameters, and
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+ multiple arrays. Add ordinary-sampler numeric depth reads by specializing Naga WGSL bindings to
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+ `texture_depth_*`; WebGPU enforces nearest-only non-filtering depth samplers, while WebGL 2
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+ selects comparison mode from reflected sampler types.
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+ - Complete the shader preprocessing frontend with function-like macros, strict recursive expansion,
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+ bitwise/shift/ternary conditional expressions, named interface blocks, arrays, multi-declarations,
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+ reordered std140 layout qualifiers, and projective sampler operations. Reject builtins outside the
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+ GLSL ES 3.00/WebGL 2 contract before backend selection, and derive depth-only Naga variants that
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+ preserve discard/depth side effects without declaring dummy color outputs.
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+ - Support descriptor-based subresource updates for 2D, cube, 3D, and 2D-array textures across both
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+ backends, including raw, external-image, and legal compressed block updates. Define cube mip
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+ chains as six entries per level in canonical `+X, -X, +Y, -Y, +Z, -Z` order; add portable raw
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+ depth16/depth32float and feature-gated depth32float-stencil8 uploads; reject nonportable raw depth
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+ tuples before allocation; and use physical 4×4 upload extents for compressed 2×2/1×1 mip tails.
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+ - Cap each texture's sub-update journal at 64 entries while maintaining an exact full-content
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+ checkpoint. Independently paced WebGL contexts and WebGPU devices replay the checkpoint when
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+ behind and then resume incremental revisions. Route CubeTexture, DataTexture, and LazyTexture
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+ construction through the base validation contract and preserve loaded LazyTexture depth/wrapR.
337
+ - Make geometry, material, texture, and partial-upload revisions backend-local; add bounded cache
338
+ eviction, transactional GPU resource replacement, immutable descriptor-keyed samplers, and
339
+ destroy-during-initialization cleanup.
340
+ - Scope WebGL 2 program, buffer, vertex-array, texture, framebuffer, custom uniform-buffer,
341
+ capability, extension, and current-binding state to the owning context. Multiple renderers no
342
+ longer reuse native handles or destroy each other's allocations during release or context
343
+ restoration; `Texture.needDestroy` invalidates old allocations across every WebGL context and
344
+ WebGPU device instead of being consumed by only the first backend.
345
+ - Detect `MaterialBlock` changes from a reusable snapshot of the final std140 bytes, including
346
+ direct mutations of nested color/matrix and texture-derived values, without requiring manual
347
+ `isDirty`; unchanged bytes do not advance revisions or upload again.
348
+ - Give raw texture uploads one backend-neutral, tightly packed row contract; WebGL 2 and WebGPU now
349
+ apply `flipY` to TypedArray/DataView sources in the same deterministic byte order.
350
+ - Upload WebGPU `HTMLVideoElement` textures from decoded-frame callbacks through a private staging
351
+ canvas. Queue completion fences prevent the canvas from changing during a copy; source changes,
352
+ release, and device recovery cancel and rebuild observation without a WebGL or placeholder
353
+ fallback.
354
+ - Bound backend-neutral UBO dirty history with full-upload recovery for slow consumers. Own render
355
+ state by `mesh → pass owner → material/shader/instancing variant`, cap each mesh at 32 variants
356
+ with LRU eviction, atomically union resources across passes, and reclaim failed-frame and replaced
357
+ identity resources without destroying shared final references.
358
+ - Upload dynamic WebGPU interleaved attributes and Uint8/16/32 indices by precise dirty ranges,
359
+ including matrix columns, normalized/strided sources, discrete regions, 4-byte copy alignment,
360
+ primitive-restart conversion, history-expiry fallback, buffer resize, and deterministic old-buffer
361
+ destruction.
362
+ - Isolate shader structural/precision cache keys per geometry and renderer; keep pending pipeline
363
+ compilations deduplicated outside the settled LRU and allow Naga initialization to retry after a
364
+ transient failure. Remove the mutable global shader header and include canonical `commonOptions`
365
+ snapshots in every header and shader-variant key.
366
+ - Recover automatically after WebGPU device loss: emit `webgpuDeviceLost`, safely skip renders,
367
+ request a fresh equivalent adapter with the frozen initial options, revalidate the fallback policy
368
+ plus all required features and limits, and request a replacement device with the same effective
369
+ descriptor. Rebuild context/managers while preserving selected `RenderTarget` and attachment
370
+ identities, then emit `webgpuDeviceRestored`. Emit `webgpuDeviceRecoveryFailed` and make later
371
+ renders throw explicitly on failure; renderer destruction cancels in-flight or stale-generation
372
+ recovery.
373
+ - Preserve engine-private, `Texture`-identity recovery backings for `isImageCanRelease` textures,
374
+ including immutable raw/cube/mipmap/sub-texture snapshots and private external-source references,
375
+ so a new WebGL 2 context allocation or WebGPU device can replay uploads without restoring access
376
+ to the released public image.
377
+ - Keep `releaseGPUResources()` reusable on WebGPU by rebuilding main-canvas depth/MSAA attachments
378
+ immediately instead of tearing down the device. Scope shadow cameras and debug helpers per
379
+ renderer/light and prune them when debug, shadow, enabled, stage membership, release, recovery, or
380
+ destruction changes ownership.
381
+ - Reject cross-stage UBO layout mismatches before Naga and keep generated entry-point
382
+ post-processing correct when custom GLSL returns early.
383
+ - Add shared WebGL 2/WebGPU render targets with MRT, 1×/4× MSAA resolve, optional sampleable
384
+ depth/stencil, explicit ownership/presentation, resize, and tightly packed asynchronous color
385
+ readback. Attachment `Texture` identities survive resize and context/device recovery; WebGL 2
386
+ resize updates every draw/resolve/depth attachment transactionally. Both backends present through
387
+ fullscreen texture-load pipelines; WebGL 2 restores canvas and saved framebuffer state on every
388
+ clear/resolve failure instead of blitting into an antialiased default framebuffer. WebGPU keeps
389
+ its required 256-byte row alignment internal to the implementation.
390
+ - Build post-processing ping-pong passes and asynchronous `MeshPicker` exclusively on the shared
391
+ render-target contract, with dual-backend interaction tests and no hidden fallback path.
392
+ - Normalize `LINE_LOOP` and `TRIANGLE_FAN` to explicit `LINES` and `TRIANGLES` indices before upload
393
+ for indexed, non-indexed, and glTF-loaded geometry, so WebGL 2 and WebGPU consume the same
394
+ topology.
395
+ - Add shared compressed-texture capability queries. WebGPU enables adapter-exposed BC, ETC2, and
396
+ ASTC device features, maps all ten WebGL 2 core ETC2/EAC formats, and explicitly rejects PVRTC
397
+ instead of substituting or decoding it. Both backends require an exact, dimensionally valid mip
398
+ chain when a mipmap filter is selected, while the KTX loader continues to accept legal base-only
399
+ and partial chains for non-mipmap sampling. KTX1 parsing honors container endianness for headers
400
+ and mip sizes, rejects truncation, and keeps container texel metadata authoritative over request
401
+ options.
402
+ - Replace WebGL cache logging with backend-neutral tracked/used/pending resource diagnostics.
403
+ - Partition WebGPU resources by update frequency: global/pass resources in group 0, material and
404
+ texture resources in group 1, object/geometry/pose resources in group 2, and custom blocks in
405
+ group 3. Instanced transforms use the bounded `InstanceBlock` instead of matrix vertex attributes.
406
+ - Add Naga compilation coverage for the built-in shader feature corpus and a dedicated Playwright
407
+ test that creates a real Chromium WebGPU adapter/device/pipeline and exercises Basic/PBR,
408
+ instancing, indexed strips with partial updates, mipmapped texture replacement, three shadow-light
409
+ kinds, 4× MSAA/stencil, MRT, presentation, and readback through SwiftShader. This fixture actively
410
+ destroys the device, verifies fresh adapter/device recovery, released-texture replay, selected
411
+ `RenderTarget` identity, and exact pre/post-recovery readback. It supplements the full
412
+ example-gallery WebGPU matrix; it is not the only WebGPU UI path.
413
+ - Extend that real-browser WebGPU gate with managed 3D, 2D-array, integer-array, and depth-array
414
+ textures. It translates the extended sampler set through Naga, builds the actual bind groups and
415
+ pipeline, draws and submits without shader-compilation or GPU-validation errors, and requires the
416
+ exact `[64, 128, 200, 255]` pixel readback.
417
+ - Require all 155 page/backend cases to observe a real WebGL draw or WebGPU canvas acquisition,
418
+ render-pass draw, and queue submission, with page, network, console, GPU validation, uncaptured
419
+ error, and unexpected device-loss failures promoted to release-gate failures. After the
420
+ stable-frame window, fence every observed real `GPUQueue` with `onSubmittedWorkDone()` before the
421
+ final instrumentation sample so delayed validation events cannot arrive after a passing result.
422
+ Interaction gates additionally require action-local draw/submit progress and GPU readback changes
423
+ for life-game attachment updates, ShaderToy pointer input, post-process kernels, and glTF Viewer
424
+ replacement. WebGPU color render-target allocations include `COPY_DST`, so public attachment
425
+ `updateSubTexture()` writes are real GPU updates rather than ignored validation errors.
426
+ - Add an explicit optional native WebGPU Playwright project and manual self-hosted GPU workflow. It
427
+ requests `forceFallbackAdapter: false`, disables Chromium's software rasterizer, rejects fallback
428
+ and known software adapters, and reuses the production draw/recovery/readback fixture without
429
+ pretending that physical GPU availability is a portable PR or release requirement. WebXR remains
430
+ excluded from the WebGPU gate.
431
+ - Expand WebGL 2 instanced matrix attributes into legal column locations, preserve independent read
432
+ and draw framebuffer bindings across reset/check/bind/unbind transactions, reject cross-context
433
+ framebuffer copies, and route reflected `ivec*`/`uvec*` inputs through strictly typed
434
+ `vertexAttribIPointer` calls. Keep point-shadow cube attachments square and complete. Refresh
435
+ `CameraBlock` for each of the six point-shadow faces even though the shadow camera object is
436
+ reused. Prepare ShaderToy derivatives in uniform control flow so the same GLSL compiles cleanly
437
+ through Naga and Dawn.
438
+ - Render WebGPU directional, spot, and point-light shadows through a comparison depth atlas whose
439
+ rects, matrices, and bias data live in `LightBlock`. Restrict shadow parameters to those three
440
+ light kinds and reject Area/Ambient/base-light shadow assignment before backend selection.
441
+ - Make package entry evaluation safe in non-browser runtimes.
442
+ - Fix the `COPY_WRITE_BUFFER_BINDING` WebGL2 constant.
443
+
444
+ ## [1.19.1](https://github.com/hiloteam/Hilo3d/compare/1.19.0...1.19.1) (2025-10-15)
3
445
 
4
446
  ### Bug Fixes
5
447
 
6
- * Fix Framebuffer unbind bug ([bd8557c](https://github.com/hiloteam/Hilo3d/commit/bd8557cac5b669b1c09cea411f463c6e349f632f))
7
- * Implement the transpose function only in webgl1 ([012a4f7](https://github.com/hiloteam/Hilo3d/commit/012a4f7cda33b76a03932c17525b5fafc40c0efc))
8
-
448
+ - Fix WebGLResourceManager.destroyUnusedResource typo
449
+ ([c8c9075](https://github.com/hiloteam/Hilo3d/commit/c8c9075fd0ece73c5c65adb28e997d2229e35b5c))
450
+ - github workflows node not found
451
+ ([c1d1eea](https://github.com/hiloteam/Hilo3d/commit/c1d1eea617bd7b873beb0bd7618072849fd95bff))
452
+ - remove uc browser game mode support
453
+ ([58401a5](https://github.com/hiloteam/Hilo3d/commit/58401a54f596f8c60c595a50c25bb8dd823e8a2f))
454
+ - return a white texture when the texture is missing in semantic.handlerTexture
455
+ ([f38bd14](https://github.com/hiloteam/Hilo3d/commit/f38bd1456e7d258c73b5022930401fa38f29b72c))
456
+ - The stencilMask method should be passed a numeric parameter
457
+ ([33f71d9](https://github.com/hiloteam/Hilo3d/commit/33f71d9482dab23eea107a4669475c71c4aa425a))
9
458
 
10
459
  ### Features
11
460
 
12
- * Add material.getShadowMaterial to allow users to customize shadow material ([21fde64](https://github.com/hiloteam/Hilo3d/commit/21fde64c332f544f0acf43c0981841040bab9587))
13
- * Add the ability to visualize shadow camera for debug ([a327a69](https://github.com/hiloteam/Hilo3d/commit/a327a69247b48637b3e72104644b4dbaf8f75236))
14
- * Add the enableShadow property to lightManager to control whether to generate shadow map ([fe1b99c](https://github.com/hiloteam/Hilo3d/commit/fe1b99ceb644eabe5fc64952f16a950ebeb60be3))
15
- * Add the ILightManager interface, which allows users to implement their own lighting controls ([8075db3](https://github.com/hiloteam/Hilo3d/commit/8075db3f128362ed188976a81839773f46724dc7))
16
- * Add the onlySyncQuaternion attribute of Node to optimize performance ([0739e6a](https://github.com/hiloteam/Hilo3d/commit/0739e6ad9198cd6b91e6cd381986a8686b936a76))
17
- * Add worldMatrixVersion attribute to node for performance optimization ([6f8d76b](https://github.com/hiloteam/Hilo3d/commit/6f8d76b70ae563c69c5d1d89549e7f638dd663d6))
18
- * Store shadow map Z in four channels to optimize precision ([5bba760](https://github.com/hiloteam/Hilo3d/commit/5bba76065d8ac081a2515026f7dd9b638af07fb9))
461
+ - add webxr demo
462
+ ([7610e68](https://github.com/hiloteam/Hilo3d/commit/7610e682299690da1d2bd5d18770fd2974bc52da))
463
+ - fire event while render mesh
464
+ ([85923a7](https://github.com/hiloteam/Hilo3d/commit/85923a727c798e0904e881d51c3e4a50a4869eed))
19
465
 
466
+ # [1.19.0](https://github.com/hiloteam/Hilo3d/compare/1.18.0...1.19.0) (2023-05-05)
20
467
 
21
- ### Performance Improvements
468
+ ### Bug Fixes
22
469
 
23
- * Optimize the performance of node transform changes ([5a263cf](https://github.com/hiloteam/Hilo3d/commit/5a263cfdb4366295c9b749a1d205fb56495a4c98))
470
+ - Fix Framebuffer unbind bug
471
+ ([bd8557c](https://github.com/hiloteam/Hilo3d/commit/bd8557cac5b669b1c09cea411f463c6e349f632f))
472
+ - Implement the transpose function only in webgl1
473
+ ([012a4f7](https://github.com/hiloteam/Hilo3d/commit/012a4f7cda33b76a03932c17525b5fafc40c0efc))
24
474
 
475
+ ### Features
25
476
 
477
+ - Add material.getShadowMaterial to allow users to customize shadow material
478
+ ([21fde64](https://github.com/hiloteam/Hilo3d/commit/21fde64c332f544f0acf43c0981841040bab9587))
479
+ - Add the ability to visualize shadow camera for debug
480
+ ([a327a69](https://github.com/hiloteam/Hilo3d/commit/a327a69247b48637b3e72104644b4dbaf8f75236))
481
+ - Add the enableShadow property to lightManager to control whether to generate shadow map
482
+ ([fe1b99c](https://github.com/hiloteam/Hilo3d/commit/fe1b99ceb644eabe5fc64952f16a950ebeb60be3))
483
+ - Add the ILightManager interface, which allows users to implement their own lighting controls
484
+ ([8075db3](https://github.com/hiloteam/Hilo3d/commit/8075db3f128362ed188976a81839773f46724dc7))
485
+ - Add the onlySyncQuaternion attribute of Node to optimize performance
486
+ ([0739e6a](https://github.com/hiloteam/Hilo3d/commit/0739e6ad9198cd6b91e6cd381986a8686b936a76))
487
+ - Add worldMatrixVersion attribute to node for performance optimization
488
+ ([6f8d76b](https://github.com/hiloteam/Hilo3d/commit/6f8d76b70ae563c69c5d1d89549e7f638dd663d6))
489
+ - Store shadow map Z in four channels to optimize precision
490
+ ([5bba760](https://github.com/hiloteam/Hilo3d/commit/5bba76065d8ac081a2515026f7dd9b638af07fb9))
26
491
 
27
- # [1.18.0](https://github.com/hiloteam/Hilo3d/compare/1.17.0...1.18.0) (2023-01-29)
492
+ ### Performance Improvements
28
493
 
494
+ - Optimize the performance of node transform changes
495
+ ([5a263cf](https://github.com/hiloteam/Hilo3d/commit/5a263cfdb4366295c9b749a1d205fb56495a4c98))
29
496
 
30
- ### Bug Fixes
497
+ # [1.18.0](https://github.com/hiloteam/Hilo3d/compare/1.17.0...1.18.0) (2023-01-29)
31
498
 
32
- * Fix Texture reset internalFormat bug ([2b3f534](https://github.com/hiloteam/Hilo3d/commit/2b3f534a4af77e3c3ee717879776b5feab5b591e))
33
- * framebuffer resize should resize all attachments ([2b8aa0b](https://github.com/hiloteam/Hilo3d/commit/2b8aa0b38df7b0ec745d40c3861733cea6e7595a))
499
+ ### Bug Fixes
34
500
 
501
+ - Fix Texture reset internalFormat bug
502
+ ([2b3f534](https://github.com/hiloteam/Hilo3d/commit/2b3f534a4af77e3c3ee717879776b5feab5b591e))
503
+ - framebuffer resize should resize all attachments
504
+ ([2b8aa0b](https://github.com/hiloteam/Hilo3d/commit/2b8aa0b38df7b0ec745d40c3861733cea6e7595a))
35
505
 
36
506
  ### Features
37
507
 
38
- * add framebuffer drawBuffers ([2f68dc1](https://github.com/hiloteam/Hilo3d/commit/2f68dc101b9848d3252e4112fbea9eb441870f10))
39
- * add uniform buffer object support ([03d2fa3](https://github.com/hiloteam/Hilo3d/commit/03d2fa3630664c04b79a163c969e443e95594070))
40
-
41
-
508
+ - add framebuffer drawBuffers
509
+ ([2f68dc1](https://github.com/hiloteam/Hilo3d/commit/2f68dc101b9848d3252e4112fbea9eb441870f10))
510
+ - add uniform buffer object support
511
+ ([03d2fa3](https://github.com/hiloteam/Hilo3d/commit/03d2fa3630664c04b79a163c969e443e95594070))
42
512
 
43
513
  # [1.17.0](https://github.com/hiloteam/Hilo3d/compare/1.16.4...1.17.0) (2022-12-19)
44
514
 
45
-
46
515
  ### Features
47
516
 
48
- * Add WebGL2 support ([#40](https://github.com/hiloteam/Hilo3d/issues/40)) ([3dc82ec](https://github.com/hiloteam/Hilo3d/commit/3dc82ec8f0ce8880413e6e756a57108baa81b77e))
49
-
50
-
517
+ - Add WebGL2 support ([#40](https://github.com/hiloteam/Hilo3d/issues/40))
518
+ ([3dc82ec](https://github.com/hiloteam/Hilo3d/commit/3dc82ec8f0ce8880413e6e756a57108baa81b77e))
51
519
 
52
520
  ## [1.16.4](https://github.com/hiloteam/Hilo3d/compare/1.16.3...1.16.4) (2022-11-14)
53
521
 
54
-
55
522
  ### Bug Fixes
56
523
 
57
- * add TypedArray forEach polyfill to fix iOS9 bug ([59bf238](https://github.com/hiloteam/Hilo3d/commit/59bf238e12a63fc58e937f083ed77f2204e0bbce))
58
- * Fix the bug of destroying mesh when using multiple materials ([e9e0175](https://github.com/hiloteam/Hilo3d/commit/e9e0175036631ec7649aaf16bac06b4a5e9599a9))
59
- * wrong value in get shadow pcf while pos out of range ([#39](https://github.com/hiloteam/Hilo3d/issues/39)) ([f8a425a](https://github.com/hiloteam/Hilo3d/commit/f8a425a0aaf4ad7cc8f177af9ead230f90902e0e))
60
-
61
-
524
+ - add TypedArray forEach polyfill to fix iOS9 bug
525
+ ([59bf238](https://github.com/hiloteam/Hilo3d/commit/59bf238e12a63fc58e937f083ed77f2204e0bbce))
526
+ - Fix the bug of destroying mesh when using multiple materials
527
+ ([e9e0175](https://github.com/hiloteam/Hilo3d/commit/e9e0175036631ec7649aaf16bac06b4a5e9599a9))
528
+ - wrong value in get shadow pcf while pos out of range
529
+ ([#39](https://github.com/hiloteam/Hilo3d/issues/39))
530
+ ([f8a425a](https://github.com/hiloteam/Hilo3d/commit/f8a425a0aaf4ad7cc8f177af9ead230f90902e0e))
62
531
 
63
532
  ## [1.16.3](https://github.com/hiloteam/Hilo3d/compare/1.16.2...1.16.3) (2022-08-24)
64
533
 
65
-
66
534
  ### Bug Fixes
67
535
 
68
- * Fix animation normalization bug ([35b5d19](https://github.com/hiloteam/Hilo3d/commit/35b5d194777e8d7fc3b5b3c1adc853a372e50d68))
69
- * Fix pointerChildren value judgment error during node raycast ([4eee579](https://github.com/hiloteam/Hilo3d/commit/4eee5798cc5eefe7451af8d8317ecc1fe3d6e333))
70
- * Fix frontface should be set in all cases ([6ccc39d](https://github.com/hiloteam/Hilo3d/commit/6ccc39de8ad048acd2602e5005c942422ac320fe))
71
- * Fix in some cases, detecting the supportTransform property will report an error ([9215ba6](https://github.com/hiloteam/Hilo3d/commit/9215ba663bb44a4838cfe71ddf300be0dd8ef2b4))
72
-
536
+ - Fix animation normalization bug
537
+ ([35b5d19](https://github.com/hiloteam/Hilo3d/commit/35b5d194777e8d7fc3b5b3c1adc853a372e50d68))
538
+ - Fix pointerChildren value judgment error during node raycast
539
+ ([4eee579](https://github.com/hiloteam/Hilo3d/commit/4eee5798cc5eefe7451af8d8317ecc1fe3d6e333))
540
+ - Fix frontface should be set in all cases
541
+ ([6ccc39d](https://github.com/hiloteam/Hilo3d/commit/6ccc39de8ad048acd2602e5005c942422ac320fe))
542
+ - Fix in some cases, detecting the supportTransform property will report an error
543
+ ([9215ba6](https://github.com/hiloteam/Hilo3d/commit/9215ba663bb44a4838cfe71ddf300be0dd8ef2b4))
73
544
 
74
545
  ### Features
75
546
 
76
- * add lightManager.updateCustomInfo ([cc6d95b](https://github.com/hiloteam/Hilo3d/commit/cc6d95bae1b1d8732e066314a7511a13dbe71991))
77
-
78
-
547
+ - add lightManager.updateCustomInfo
548
+ ([cc6d95b](https://github.com/hiloteam/Hilo3d/commit/cc6d95bae1b1d8732e066314a7511a13dbe71991))
79
549
 
80
550
  ## [1.16.2](https://github.com/hiloteam/Hilo3d/compare/1.16.1...1.16.2) (2022-03-24)
81
551
 
82
-
83
552
  ### Bug Fixes
84
553
 
85
- * in KHR_techniques_webgl, premultiplyAlpha of material default value should be false ([bdf4100](https://github.com/hiloteam/Hilo3d/commit/bdf41003b803c50fad7e43ec9992c6fc33a14111))
86
-
87
-
554
+ - in KHR_techniques_webgl, premultiplyAlpha of material default value should be false
555
+ ([bdf4100](https://github.com/hiloteam/Hilo3d/commit/bdf41003b803c50fad7e43ec9992c6fc33a14111))
88
556
 
89
557
  ## [1.16.1](https://github.com/hiloteam/Hilo3d/compare/1.16.0...1.16.1) (2022-03-23)
90
558
 
91
-
92
559
  ### Features
93
560
 
94
- * add _Time semantic ([4a9a43d](https://github.com/hiloteam/Hilo3d/commit/4a9a43de486e295a50863d3c064e6687098a44f1))
95
- * add material.shaderName ([25b1880](https://github.com/hiloteam/Hilo3d/commit/25b1880aaf56c6e0b172e19c984741cc7a17a0b0))
96
- * imporve parsing of glTF KHR_techniques_webgl extension ([ca69682](https://github.com/hiloteam/Hilo3d/commit/ca6968209eada71714591122a3ee64d74a482c71))
97
-
98
-
561
+ - add _Time semantic
562
+ ([4a9a43d](https://github.com/hiloteam/Hilo3d/commit/4a9a43de486e295a50863d3c064e6687098a44f1))
563
+ - add material.shaderName
564
+ ([25b1880](https://github.com/hiloteam/Hilo3d/commit/25b1880aaf56c6e0b172e19c984741cc7a17a0b0))
565
+ - imporve parsing of glTF KHR_techniques_webgl extension
566
+ ([ca69682](https://github.com/hiloteam/Hilo3d/commit/ca6968209eada71714591122a3ee64d74a482c71))
99
567
 
100
568
  # [1.16.0](https://github.com/hiloteam/Hilo3d/compare/1.15.20...1.16.0) (2022-01-04)
101
569
 
102
-
103
570
  ### Bug Fixes
104
571
 
105
- * KHR_techniques_webgl parse texture bug ([f45879e](https://github.com/hiloteam/Hilo3d/commit/f45879ed7b826eb6049e14069120f0c2e3192f6b))
106
- * pbr shader texture lod bug ([8256991](https://github.com/hiloteam/Hilo3d/commit/825699140ccc44bf7b9bbc83769526a5fac9584c))
107
- * the nextTick callback of ticker should pass in the dt parameter ([db267cb](https://github.com/hiloteam/Hilo3d/commit/db267cb06d40bdb8ad63a3db7d14ca3ed1a43f71))
108
- * unlit material transparency bug ([1006c60](https://github.com/hiloteam/Hilo3d/commit/1006c60340c511a908fd90d5ef8f331b1749d468))
109
-
572
+ - KHR_techniques_webgl parse texture bug
573
+ ([f45879e](https://github.com/hiloteam/Hilo3d/commit/f45879ed7b826eb6049e14069120f0c2e3192f6b))
574
+ - pbr shader texture lod bug
575
+ ([8256991](https://github.com/hiloteam/Hilo3d/commit/825699140ccc44bf7b9bbc83769526a5fac9584c))
576
+ - the nextTick callback of ticker should pass in the dt parameter
577
+ ([db267cb](https://github.com/hiloteam/Hilo3d/commit/db267cb06d40bdb8ad63a3db7d14ca3ed1a43f71))
578
+ - unlit material transparency bug
579
+ ([1006c60](https://github.com/hiloteam/Hilo3d/commit/1006c60340c511a908fd90d5ef8f331b1749d468))
110
580
 
111
581
  ### Features
112
582
 
113
- * add JOINT & WEIGHT semantic ([2a9da6a](https://github.com/hiloteam/Hilo3d/commit/2a9da6aa59113c8e5f0d7cd4df46a938cd2e7d15))
114
- * Add the function of dynamically modifying the targetFPS of the ticker ([e41f6cf](https://github.com/hiloteam/Hilo3d/commit/e41f6cf521040b0ffa0bf32b980eca1de0c15f84))
115
-
116
-
583
+ - add JOINT & WEIGHT semantic
584
+ ([2a9da6a](https://github.com/hiloteam/Hilo3d/commit/2a9da6aa59113c8e5f0d7cd4df46a938cd2e7d15))
585
+ - Add the function of dynamically modifying the targetFPS of the ticker
586
+ ([e41f6cf](https://github.com/hiloteam/Hilo3d/commit/e41f6cf521040b0ffa0bf32b980eca1de0c15f84))
117
587
 
118
588
  ## [1.15.20](https://github.com/hiloteam/Hilo3d/compare/1.15.19...1.15.20) (2021-07-19)
119
589
 
120
-
121
590
  ### Bug Fixes
122
591
 
123
- * the webglContextLost & webglContextRestored event should be triggered last ([87c9d2d](https://github.com/hiloteam/Hilo3d/commit/87c9d2d8ed9b2005f990db6acdab2e1e107058d9))
124
-
125
-
592
+ - the webglContextLost & webglContextRestored event should be triggered last
593
+ ([87c9d2d](https://github.com/hiloteam/Hilo3d/commit/87c9d2d8ed9b2005f990db6acdab2e1e107058d9))
126
594
 
127
595
  ## [1.15.19](https://github.com/hiloteam/Hilo3d/compare/1.15.18...1.15.19) (2021-05-20)
128
596
 
129
-
130
597
  ### Features
131
598
 
132
- * add wrapS & wrapT property of the framebuffer ([eaae512](https://github.com/hiloteam/Hilo3d/commit/eaae5129fc4324ece40d652bf7b76c625ef36d9b))
133
-
134
-
599
+ - add wrapS & wrapT property of the framebuffer
600
+ ([eaae512](https://github.com/hiloteam/Hilo3d/commit/eaae5129fc4324ece40d652bf7b76c625ef36d9b))
135
601
 
136
602
  ## [1.15.18](https://github.com/hiloteam/Hilo3d/compare/1.15.17...1.15.18) (2021-05-14)
137
- * update doc & .d.ts
138
603
 
604
+ - update doc & .d.ts
139
605
 
140
606
  ## [1.15.17](https://github.com/hiloteam/Hilo3d/compare/1.15.16...1.15.17) (2021-02-22)
141
607
 
142
-
143
608
  ### Bug Fixes
144
609
 
145
- * glTF texture should ignore texture colorspace conversion, fix [#32](https://github.com/hiloteam/Hilo3d/issues/32) ([08f1252](https://github.com/hiloteam/Hilo3d/commit/08f1252e4658131f425419f25c21313859645aea))
146
-
610
+ - glTF texture should ignore texture colorspace conversion, fix
611
+ [#32](https://github.com/hiloteam/Hilo3d/issues/32)
612
+ ([08f1252](https://github.com/hiloteam/Hilo3d/commit/08f1252e4658131f425419f25c21313859645aea))
147
613
 
148
614
  ### Features
149
615
 
150
- * add colorSpaceConversion property of the texture ([ddd170b](https://github.com/hiloteam/Hilo3d/commit/ddd170be451b7f76103f54d31ab934398254da2b))
151
- * add PBRMaterial emissionFactor support ([de7cf25](https://github.com/hiloteam/Hilo3d/commit/de7cf25fd36cbc845fa829f7270f95e8f7aaa795))
152
-
153
-
616
+ - add colorSpaceConversion property of the texture
617
+ ([ddd170b](https://github.com/hiloteam/Hilo3d/commit/ddd170be451b7f76103f54d31ab934398254da2b))
618
+ - add PBRMaterial emissionFactor support
619
+ ([de7cf25](https://github.com/hiloteam/Hilo3d/commit/de7cf25fd36cbc845fa829f7270f95e8f7aaa795))
154
620
 
155
621
  ## [1.15.16](https://github.com/hiloteam/Hilo3d/compare/1.15.15...1.15.16) (2021-01-20)
156
622
 
157
- * update doc & .d.ts
158
- * refactor: optimize multiple destroy framebuffer ([c68599e](https://github.com/hiloteam/Hilo3d/commit/c68599e131c2f1b258d5675884cdcc06fcdda279))
623
+ - update doc & .d.ts
624
+ - refactor: optimize multiple destroy framebuffer
625
+ ([c68599e](https://github.com/hiloteam/Hilo3d/commit/c68599e131c2f1b258d5675884cdcc06fcdda279))
159
626
 
160
627
  ## [1.15.15](https://github.com/hiloteam/Hilo3d/compare/1.15.14...1.15.15) (2021-01-05)
161
628
 
162
-
163
629
  ### Bug Fixes
164
630
 
165
- * Animation.clipTime should be updated while updating the animStatesList ([447ae1e](https://github.com/hiloteam/Hilo3d/commit/447ae1e75a2213865a9ed42ac08a048ecf0ac9a5))
166
-
167
-
631
+ - Animation.clipTime should be updated while updating the animStatesList
632
+ ([447ae1e](https://github.com/hiloteam/Hilo3d/commit/447ae1e75a2213865a9ed42ac08a048ecf0ac9a5))
168
633
 
169
634
  ## [1.15.14](https://github.com/hiloteam/Hilo3d/compare/1.15.13...1.15.14) (2020-12-15)
170
635
 
171
-
172
636
  ### Features
173
637
 
174
- * add LoadCache.getLoaded ([302c690](https://github.com/hiloteam/Hilo3d/commit/302c690b341c30537510f8b1b56cccc491a217b8))
175
- * add Loader.preHandlerUrl ([ed7ff87](https://github.com/hiloteam/Hilo3d/commit/ed7ff8715701bbd5d81278985d88b76597297171))
176
-
177
-
638
+ - add LoadCache.getLoaded
639
+ ([302c690](https://github.com/hiloteam/Hilo3d/commit/302c690b341c30537510f8b1b56cccc491a217b8))
640
+ - add Loader.preHandlerUrl
641
+ ([ed7ff87](https://github.com/hiloteam/Hilo3d/commit/ed7ff8715701bbd5d81278985d88b76597297171))
178
642
 
179
643
  ## [1.15.13](https://github.com/hiloteam/Hilo3d/compare/1.15.12...1.15.13) (2020-11-18)
180
644
 
181
-
182
645
  ### Bug Fixes
183
646
 
184
- * RenderList.useInstanced should update after renderer init ([d91293e](https://github.com/hiloteam/Hilo3d/commit/d91293ec2cefb7041ceb727aa07db7b37f229ba4))
185
-
186
-
647
+ - RenderList.useInstanced should update after renderer init
648
+ ([d91293e](https://github.com/hiloteam/Hilo3d/commit/d91293ec2cefb7041ceb727aa07db7b37f229ba4))
187
649
 
188
650
  ## [1.15.12](https://github.com/hiloteam/Hilo3d/compare/1.15.11...1.15.12) (2020-11-05)
189
651
 
190
-
191
652
  ### Bug Fixes
192
653
 
193
- * Semantic Tangent data should also be returned when there is no normal map ([c7b261b](https://github.com/hiloteam/Hilo3d/commit/c7b261b08803b6c4a0b185a9bac26e8725cf3e5d))
194
-
654
+ - Semantic Tangent data should also be returned when there is no normal map
655
+ ([c7b261b](https://github.com/hiloteam/Hilo3d/commit/c7b261b08803b6c4a0b185a9bac26e8725cf3e5d))
195
656
 
196
657
  ### Features
197
658
 
198
- * Add GLTFLoader KHR_materials_clearcoat extension support ([0cfa90c](https://github.com/hiloteam/Hilo3d/commit/0cfa90c5109f8cd06aaa0478cc93fae1e4aeed00))
199
- * Add material stencil support, close [#30](https://github.com/hiloteam/Hilo3d/issues/30) ([6dbb2c1](https://github.com/hiloteam/Hilo3d/commit/6dbb2c1530e47ba8a5ab5e148cdc4565a921cded))
200
- * Add PBRMaterial Clearcoat support, close [#15](https://github.com/hiloteam/Hilo3d/issues/15) ([b83cbe6](https://github.com/hiloteam/Hilo3d/commit/b83cbe62dd243e1987573ab85871c5f64aaef68e))
201
-
202
-
659
+ - Add GLTFLoader KHR_materials_clearcoat extension support
660
+ ([0cfa90c](https://github.com/hiloteam/Hilo3d/commit/0cfa90c5109f8cd06aaa0478cc93fae1e4aeed00))
661
+ - Add material stencil support, close [#30](https://github.com/hiloteam/Hilo3d/issues/30)
662
+ ([6dbb2c1](https://github.com/hiloteam/Hilo3d/commit/6dbb2c1530e47ba8a5ab5e148cdc4565a921cded))
663
+ - Add PBRMaterial Clearcoat support, close [#15](https://github.com/hiloteam/Hilo3d/issues/15)
664
+ ([b83cbe6](https://github.com/hiloteam/Hilo3d/commit/b83cbe62dd243e1987573ab85871c5f64aaef68e))
203
665
 
204
666
  ## [1.15.11](https://github.com/hiloteam/Hilo3d/compare/1.15.10...1.15.11) (2020-10-19)
205
667
 
206
-
207
668
  ### Bug Fixes
208
669
 
209
- * attribute pointer should use GeometryData.size ([bdab767](https://github.com/hiloteam/Hilo3d/commit/bdab767f621b17cb5fdd00ce633c1571383f91b0))
210
-
211
-
670
+ - attribute pointer should use GeometryData.size
671
+ ([bdab767](https://github.com/hiloteam/Hilo3d/commit/bdab767f621b17cb5fdd00ce633c1571383f91b0))
212
672
 
213
673
  ## [1.15.10](https://github.com/hiloteam/Hilo3d/compare/1.15.9...1.15.10) (2020-10-13)
214
674
 
215
-
216
675
  ### Bug Fixes
217
676
 
218
- * Add light.isDirty and fix the bug that directionalLight lignt shadow does not update ([d808a89](https://github.com/hiloteam/Hilo3d/commit/d808a8992366c9d7537a26836f472bfd4ae1d051))
219
-
677
+ - Add light.isDirty and fix the bug that directionalLight lignt shadow does not update
678
+ ([d808a89](https://github.com/hiloteam/Hilo3d/commit/d808a8992366c9d7537a26836f472bfd4ae1d051))
220
679
 
221
680
  ### Features
222
681
 
223
- * add material.frontFace ([ef85b56](https://github.com/hiloteam/Hilo3d/commit/ef85b56f2eb1170ac2763deee2d059d514c08297))
224
-
225
-
682
+ - add material.frontFace
683
+ ([ef85b56](https://github.com/hiloteam/Hilo3d/commit/ef85b56f2eb1170ac2763deee2d059d514c08297))
226
684
 
227
685
  ## [1.15.9](https://github.com/hiloteam/Hilo3d/compare/1.15.8...1.15.9) (2020-09-10)
228
686
 
229
-
230
687
  ### Bug Fixes
231
688
 
232
- * capabilities remove duplicate MAX_COMBINED_TEXTURE_IMAGE_UNITS ([f601071](https://github.com/hiloteam/Hilo3d/commit/f6010717e78dcf3e96e482797016bf71143e8d32))
233
-
689
+ - capabilities remove duplicate MAX_COMBINED_TEXTURE_IMAGE_UNITS
690
+ ([f601071](https://github.com/hiloteam/Hilo3d/commit/f6010717e78dcf3e96e482797016bf71143e8d32))
234
691
 
235
692
  ### Features
236
693
 
237
- * add userData property to Node,Geometry,Material and Skeleton ([40db285](https://github.com/hiloteam/Hilo3d/commit/40db285bfd5e3299b8e94931bed453b2a583d964))
238
-
239
-
694
+ - add userData property to Node,Geometry,Material and Skeleton
695
+ ([40db285](https://github.com/hiloteam/Hilo3d/commit/40db285bfd5e3299b8e94931bed453b2a583d964))
240
696
 
241
697
  ## [1.15.8](https://github.com/hiloteam/Hilo3d/compare/1.15.7...1.15.8) (2020-09-01)
242
- * update doc & .d.ts
243
-
244
698
 
699
+ - update doc & .d.ts
245
700
 
246
701
  ## [1.15.7](https://github.com/hiloteam/Hilo3d/compare/1.15.6...1.15.7) (2020-08-31)
247
702
 
248
-
249
703
  ### Bug Fixes
250
704
 
251
- * iOS 9 doesn't support TypedArray slice, add polyfill ([7ad428a](https://github.com/hiloteam/Hilo3d/commit/7ad428ac71cd8a72ed8f601dd8e43097de7075ee))
252
-
253
-
705
+ - iOS 9 doesn't support TypedArray slice, add polyfill
706
+ ([7ad428a](https://github.com/hiloteam/Hilo3d/commit/7ad428ac71cd8a72ed8f601dd8e43097de7075ee))
254
707
 
255
708
  ## [1.15.6](https://github.com/hiloteam/Hilo3d/compare/1.15.5...1.15.6) (2020-08-26)
256
- * update doc & .d.ts
257
709
 
710
+ - update doc & .d.ts
258
711
 
259
712
  ## [1.15.5](https://github.com/hiloteam/Hilo3d/compare/1.15.4...1.15.5) (2020-07-31)
260
713
 
261
-
262
714
  ### Bug Fixes
263
715
 
264
- * vao.getResources miss checking whether the attribute is empty ([40ea681](https://github.com/hiloteam/Hilo3d/commit/40ea681bc8189081a784600522977d17e48a8486))
265
-
716
+ - vao.getResources miss checking whether the attribute is empty
717
+ ([40ea681](https://github.com/hiloteam/Hilo3d/commit/40ea681bc8189081a784600522977d17e48a8486))
266
718
 
267
719
  ### Features
268
720
 
269
- * add pbrMaterial.isSpecularEnvMapIncludeMipmaps ([#23](https://github.com/hiloteam/Hilo3d/issues/23)) ([fea3cdf](https://github.com/hiloteam/Hilo3d/commit/fea3cdfaded3c34452ba7bcf2273e74fd5fa76cb))
270
-
271
-
721
+ - add pbrMaterial.isSpecularEnvMapIncludeMipmaps
722
+ ([#23](https://github.com/hiloteam/Hilo3d/issues/23))
723
+ ([fea3cdf](https://github.com/hiloteam/Hilo3d/commit/fea3cdfaded3c34452ba7bcf2273e74fd5fa76cb))
272
724
 
273
725
  ## [1.15.4](https://github.com/hiloteam/Hilo3d/compare/1.15.3...1.15.4) (2020-07-07)
274
726
 
275
-
276
727
  ### Bug Fixes
277
728
 
278
- * skeleton.clone should also clone jointNames ([8168c64](https://github.com/hiloteam/Hilo3d/commit/8168c6457fb51f5d5df1119dde202956b0a5ac8e))
279
-
280
-
729
+ - skeleton.clone should also clone jointNames
730
+ ([8168c64](https://github.com/hiloteam/Hilo3d/commit/8168c6457fb51f5d5df1119dde202956b0a5ac8e))
281
731
 
282
732
  ## [1.15.3](https://github.com/hiloteam/Hilo3d/compare/1.15.2...1.15.3) (2020-07-03)
283
733
 
284
-
285
734
  ### Bug Fixes
286
735
 
287
- * skinnedMesh bone position is wrong under special circumstances ([cccd91e](https://github.com/hiloteam/Hilo3d/commit/cccd91e0dc2c552922c0083293532530ee56428d))
288
-
289
-
736
+ - skinnedMesh bone position is wrong under special circumstances
737
+ ([cccd91e](https://github.com/hiloteam/Hilo3d/commit/cccd91e0dc2c552922c0083293532530ee56428d))
290
738
 
291
739
  ## [1.15.2](https://github.com/hiloteam/Hilo3d/compare/1.15.1...1.15.2) (2020-06-30)
292
740
 
293
-
294
741
  ### Bug Fixes
295
742
 
296
- * ResourceManager.destroyUnsuedResource parameter become optional ([3e15fbe](https://github.com/hiloteam/Hilo3d/commit/3e15fbe9d6c141e580e85bfe97bd11cb253c4d0d))
297
-
298
-
743
+ - ResourceManager.destroyUnsuedResource parameter become optional
744
+ ([3e15fbe](https://github.com/hiloteam/Hilo3d/commit/3e15fbe9d6c141e580e85bfe97bd11cb253c4d0d))
299
745
 
300
746
  ## [1.15.1](https://github.com/hiloteam/Hilo3d/compare/1.15.0...1.15.1) (2020-06-24)
301
747
 
302
-
303
748
  ### Features
304
749
 
305
- * add skeleton.resetJointNamesByNodeName ([91418e4](https://github.com/hiloteam/Hilo3d/commit/91418e4e3521a33e9b3dcf5a05df0da7f4460dee))
306
-
307
-
750
+ - add skeleton.resetJointNamesByNodeName
751
+ ([91418e4](https://github.com/hiloteam/Hilo3d/commit/91418e4e3521a33e9b3dcf5a05df0da7f4460dee))
308
752
 
309
753
  # [1.15.0](https://github.com/hiloteam/Hilo3d/compare/1.14.0...1.15.0) (2020-06-24)
310
754
 
311
-
312
755
  ### Bug Fixes
313
756
 
314
- * cubic spline interpolation for quaternions is wrong ([47a93ab](https://github.com/hiloteam/Hilo3d/commit/47a93abef05435236dab150146e37031476c113c))
315
- * geometryData bindLayout change should repoint attribute ([25d1282](https://github.com/hiloteam/Hilo3d/commit/25d12826b77dbfdff51ff647aaca90dcbea0be93))
316
-
757
+ - cubic spline interpolation for quaternions is wrong
758
+ ([47a93ab](https://github.com/hiloteam/Hilo3d/commit/47a93abef05435236dab150146e37031476c113c))
759
+ - geometryData bindLayout change should repoint attribute
760
+ ([25d1282](https://github.com/hiloteam/Hilo3d/commit/25d12826b77dbfdff51ff647aaca90dcbea0be93))
317
761
 
318
762
  ### Features
319
763
 
320
- * Add easier log level control ([b0a2870](https://github.com/hiloteam/Hilo3d/commit/b0a28708be3fbfa5714c4daeee6bbd1965d4a094))
321
- * add Skeleton ([#9](https://github.com/hiloteam/Hilo3d/issues/9)) ([7944d70](https://github.com/hiloteam/Hilo3d/commit/7944d70eed88a694875e4a8842c53131a490f982))
322
- * add SkinedMesh.resetJointNamesByNodeName ([14f095b](https://github.com/hiloteam/Hilo3d/commit/14f095b49de7a8819563b2ddc331069019e0bbeb))
323
- * add skinedMesh.resetSkinIndices ([b7df689](https://github.com/hiloteam/Hilo3d/commit/b7df689785484f731fb1952ad9783926850d8ee8))
324
-
764
+ - Add easier log level control
765
+ ([b0a2870](https://github.com/hiloteam/Hilo3d/commit/b0a28708be3fbfa5714c4daeee6bbd1965d4a094))
766
+ - add Skeleton ([#9](https://github.com/hiloteam/Hilo3d/issues/9))
767
+ ([7944d70](https://github.com/hiloteam/Hilo3d/commit/7944d70eed88a694875e4a8842c53131a490f982))
768
+ - add SkinedMesh.resetJointNamesByNodeName
769
+ ([14f095b](https://github.com/hiloteam/Hilo3d/commit/14f095b49de7a8819563b2ddc331069019e0bbeb))
770
+ - add skinedMesh.resetSkinIndices
771
+ ([b7df689](https://github.com/hiloteam/Hilo3d/commit/b7df689785484f731fb1952ad9783926850d8ee8))
325
772
 
326
773
  ### Performance Improvements
327
774
 
328
- * improve resource management performance ([#10](https://github.com/hiloteam/Hilo3d/issues/10)) ([6ff8cbd](https://github.com/hiloteam/Hilo3d/commit/6ff8cbd73f622ac2d47a895e797dabfca37084aa))
329
-
330
-
775
+ - improve resource management performance ([#10](https://github.com/hiloteam/Hilo3d/issues/10))
776
+ ([6ff8cbd](https://github.com/hiloteam/Hilo3d/commit/6ff8cbd73f622ac2d47a895e797dabfca37084aa))
331
777
 
332
778
  # [1.14.0](https://github.com/hiloteam/Hilo3d/compare/1.13.47...1.14.0) (2020-05-06)
333
779
 
334
-
335
780
  ### Bug Fixes
336
781
 
337
- * GLTFParser.getImageType use indexOf check support type ([262dfb8](https://github.com/hiloteam/Hilo3d/commit/262dfb8d931b421a0d56b2bb7ef1522e6c6f8682))
338
-
782
+ - GLTFParser.getImageType use indexOf check support type
783
+ ([262dfb8](https://github.com/hiloteam/Hilo3d/commit/262dfb8d931b421a0d56b2bb7ef1522e6c6f8682))
339
784
 
340
785
  ### Features
341
786
 
342
- * add GeometryData.getCopy ([4a03269](https://github.com/hiloteam/Hilo3d/commit/4a0326911c0cd83dcb362ef5c2d19a0c9614ab36))
343
- * AnimationStates support custom State handler register ([cda1d01](https://github.com/hiloteam/Hilo3d/commit/cda1d012e0596c7114a0f8eac9ab3e83f7ad1141))
344
-
345
-
787
+ - add GeometryData.getCopy
788
+ ([4a03269](https://github.com/hiloteam/Hilo3d/commit/4a0326911c0cd83dcb362ef5c2d19a0c9614ab36))
789
+ - AnimationStates support custom State handler register
790
+ ([cda1d01](https://github.com/hiloteam/Hilo3d/commit/cda1d012e0596c7114a0f8eac9ab3e83f7ad1141))
346
791
 
347
792
  ## [1.13.47](https://github.com/hiloteam/Hilo3d/compare/1.13.46...1.13.47) (2020-01-07)
348
793
 
349
-
350
794
  ### Bug Fixes
351
795
 
352
- * LazyTexture release ktx image buffer data has not work ([321f017](https://github.com/hiloteam/Hilo3d/commit/321f017c20f6ef49b91704def1901831626f3b4a))
353
-
354
-
796
+ - LazyTexture release ktx image buffer data has not work
797
+ ([321f017](https://github.com/hiloteam/Hilo3d/commit/321f017c20f6ef49b91704def1901831626f3b4a))
355
798
 
356
799
  ## [1.13.46](https://github.com/hiloteam/Hilo3d/compare/1.13.45...1.13.46) (2019-12-31)
357
800
 
358
-
359
801
  ### Performance Improvements
360
802
 
361
- * optimize Buffer.uploadGeometryData ([152ec21](https://github.com/hiloteam/Hilo3d/commit/152ec2156002b02ca11a3a4dd8d23ce735176d44))
362
-
363
-
803
+ - optimize Buffer.uploadGeometryData
804
+ ([152ec21](https://github.com/hiloteam/Hilo3d/commit/152ec2156002b02ca11a3a4dd8d23ce735176d44))