and many many bugfixes and performance optimizations, greatly improving stability.
> Full changelog Deep-Dive
This release adds a couple of very powerful new features which suggest a closer look:
While this lets you build your
custom components in ES6+,
making use of
class, this feature is so much more than that.
With it comes the power to use the
or even use other languages like TypeScript!
As we want Wonderland Engine to integrate nicely with your bundling process, we published
and @wonderlandengine/components. Pipelines
More fine grained control over GPU pipeline features like blending empower you to build
a wide range of effects. Pipelines also allow disabling parts of shaders tune performance
by only using exactly what you use.
With it comes a powerful new “Foliage” pipeline, which provides higher quality for plant
models with alpha masking.
Wonderland Engine already makes you super productive with its rapid development workflow.
Yet, not having to do something in the first place can be
even faster. To reduce the amount
of boilerplate work needed, we now provide templates to kickstart your project.
And if you need more, you can create your own and share with the community.
framebufferScalingFactor setting in Project Settings
Enabled MSAA in Scene View to match runtime look Improved scene loading times Added folders in file area of Asset Browser Fixed a few rare crashes when making changes while packaging Fixed a crash when dragging nothing into the Asset Browser Fixed return values on failures with
Engine Fixed anti-aliasing when bloom enabled Improved performance of ray casts agains Box and AxisAlignedBox Improved performance of updating text Significantly improved scenegraph performance for scenes with many dynamic object trees (skinned meshes) JS API Fixed exceptions on
WL.Material.* parameter access
Added setter for
extents and various other properties
to modify PhysX rigid bodies
WebXR.refSpace to select reference space
WL.Object.getComponents() sometimes returning incorrect component types
WL.Object.active to (de-)activate all components on an object
set WL.Object.transformWorld and
active state turning invalid when changed during
cursorRayScalingAxis to scale ray object on specific axis
onHover() now receiving hover object parameter
teleport: Overhauled to support thumbstick and orientation input in VR sessions teleport: Fixed center of space teleported instead of player vr-mode-active-switch: Fixed behavior when deactivated and now avoids deactivating itself hand-tracking: Added options to (de-)activate display mesh and controller objects
depending on whether a pose is available Added
finger-cursor component to interact with
cursor-target through collision overlap
(e.g. with hand tracking on the tip of index finger)
Docker Image Switched base image to ubuntu:20.04 Added
edge tag for release candidate testers
Last Update: June 18, 2021