Release 0.8.9
This release features many bugfixes, some UX improvements and optimizations, especially a couple more significant but still experimental techniques.
We also released native support for Apple Silicon (e.g. M1) chips, fixed quite a few MacOS specific issues and made Wonderland Engine easier to install for Mac users.
Many thanks to our partners at playko, who sponsored features and bugfixes in this release.
Changelog
Editor
- Added support for Apple Silicon chips on MacOS
- Fixed various crashes and rendering issues on MacOS
- Added orbit camera controls in Scene View (hold middle mouse button)
- Inverted default mouse panning sensitivity in Scene View
- Fixed negative mouse sensitivity not inverting mouse look for the fly camera
- Fixed “Duplicate Hierarchy” not duplicating last object in hierarchy.
- Fixed skinning on Intel UHD/HD Graphics drivers
- Fixed crash when removing the last remaining resource in Resources tables
- Fixed undo of skin duplication
- Fixed inconsistent behaviour in pipeline features
- Added uvs to default cube
- Added tangents to default primitive meshes
- Updated basis compressor yielding faster and better compression
- Added
display
andovrPackageName
setting for the manifest.json template for PWAs - Added search bars to Resources tables and froze headers to not scroll
- Improved mesh thumbnail rendering
- Removed blend equation values not supported in WebGL in Pipelines
Runtime
- Improved binary size of runtime for all runtimes and especially when using runtime GLTF loading
- Improved runtime GLTF loading performance
- Fixed crash with uneven amounts of PhysX trigger shapes
- Renamed service worker cache key
- Fixed .map files being precached
- Removed support for PVRTC as ASTC is always available on iOS
- Removed unused compilation of “TextureAtlasCopyShader”
- Optimized texture uploads
Engine
- Added experimental multi draw support
- Added experimental culling optimization for use with multi draw
- Added experimental optional Pre-Z pass support
- Implemented new powerful optimizations for skin rendering sponsored
- Fixed crash when rendering more than 62 skins sponsored
- Fixed skinning with secondary joint ids and weights
- Fixed PhysX errors when deltaTime is zero
JS API
- Fixed minor working/grammar mistakes in documentation
- Fixed collision callbacks with PhysX trigger shapes
- Added
WL.CollisionEventType.TriggerTouch
andWL.CollisionEventType.TriggerTouchLost
Components
- cursor: Fixed callbacks and event listeners not removed when switching scenes
Last Update: February 11, 2022