Releases: BabylonJS/Babylon-Lite
Releases · BabylonJS/Babylon-Lite
Release list
@babylonjs/lite v1.15.0
@babylonjs/lite v1.15.0
⚠️ BREAKING CHANGES
- consolidate Babylon Lite package exports (#447)
✨ Features
- camera: add opt-in orthographic camera projection (#449)
- navigation: add strict nav ray blockage query (#448)
🐛 Bug Fixes
Full Changelog: npm-lite-v1.14.0...npm-lite-v1.15.0
@babylonjs/lite v1.14.0
@babylonjs/lite v1.14.0
✨ Features
- add WebGPU device loss recovery APIs (#444)
- demo: add Racer (#443)
- texture: add createDynamicTexture/updateDynamicTexture to Lite core (#432)
- standard: opt-in deform features (skeleton/vertex-color/uv-offset) + dynamic fog (#338)
- picking: add exact GPU picking details (#439)
- strip developer error strings into a lazy table + add decodeError API (#437)
- picking: expose discard vertex data (#434)
- material: add Standard vertex color support (#430)
🐛 Bug Fixes
- shadow: correct world-space + animation-tracking directional shadows for Viewer (#433)
- scene: render thin instances added after registration (#438)
- loader: share glTF primitive geometry (#435)
♻️ Refactors
- loader: unify glTF mesh construction (#441)
🔧 Other Changes
- Export enableStandardSkeleton, enableStandardUvOffset, enableStandardVertexColors. (#445)
- Manifests update (#442)
Full Changelog: npm-lite-v1.13.0...npm-lite-v1.14.0
@babylonjs/lite v1.13.0
@babylonjs/lite v1.13.0
✨ Features
- mesh: add public getMeshGeometry helper (#425)
- scene: make removeFromScene symetric with addToScene (#337)
🐛 Bug Fixes
- material: correct double-sided normal flip on negative-scale glTF meshes (#428)
Full Changelog: npm-lite-v1.12.0...npm-lite-v1.13.0
@babylonjs/lite v1.12.0
@babylonjs/lite v1.12.0
✨ Features
- picking: add world adjustment shader hook (#427)
- audio: add media stream output (#426)
- pbr: add bundle-conscious shadow-only material mode (#420)
- texture: add 2D texture array creation and image-source population (#422)
- add thin-instance LOD and CSM caster caps (#421)
- expose CSM texture and picking fragment coordinates (#419)
- demos: add Break Meshes Voronoi fracture + physics demo (#418)
⚡ Performance
- reduce duplicate runtime code (#423)
🔧 Other Changes
- [compat-sync] Back light.setEnabled + engine Version; sync to BJS 958a8db (#401)
Full Changelog: npm-lite-v1.11.0...npm-lite-v1.12.0
@babylonjs/lite v1.11.0
@babylonjs/lite v1.11.0
⚠️ BREAKING CHANGES
- storage: add managed storage buffers (df5015b)
✨ Features
- shader: add opt-in uniform range updates (#417)
- playground: deployed-version selector + PR engine version stamp (#416)
- loader: support sparse accessors (#394)
- playground: per-PR and per-version snapshot deploys (#387)
- loader: add EXT_lights_image_based support (#396)
- material: add getMaterialFamily and per-family type guards (#414)
- mesh: add stable dynamic geometry updates (4a952b4)
- shadow: add world-space CSM bias (#404)
🐛 Bug Fixes
- pbr: honor per-texture texCoord (UV1) for all channels (#397)
- release: cap auto releases at minor and skip the burned 2.0.0 version (#412)
- pbr: correct supplied-tangent TBN handedness and no-normal flat shading (#395)
⚡ Performance
- text: cache per-layer GPU render bundles (#413)
- batch GPU updates and harden resource lifetimes (#402)
🧪 Tests
- make REUSE_BROWSER coalesce every browser test into one window per worker (#408)
🏗️ Build & CI
- deps: enforce 7-day dependency age policy via pnpm minimumReleaseAge (#403)
🔧 Other Changes
- Configurable test timeouts, with higher timeout for splat loading (#405)
Full Changelog: npm-lite-v1.10.0...npm-lite-v1.11.0
@babylonjs/lite v1.10.0
@babylonjs/lite v1.10.0
⚠️ BREAKING CHANGES
- picking: sprite & billboard picking (
pickSprite2D+pickBillboardSprite) (#341)
✨ Features
- sprite: share SpriteRenderer pipeline cache across instances and add disposeSpriteAtlas (#400)
- particle: NPE Change gradients, directed/hemispheric emitters, and isLocal support (#385)
🐛 Bug Fixes
- scene: relight PBR models when environment loads after initial build (#399)
- loader: de-stride unsigned non-normalized quantized accessors (#393)
⚡ Performance
- reduce scene bundle overhead (#398)
🔧 Other Changes
- [compat-sync] Stub 11 mesh/camera behaviors; sync to BJS 9.16 (b1d90d6) (#391)
Full Changelog: npm-lite-v1.9.0...npm-lite-v1.10.0
@babylonjs/lite v1.9.0
@babylonjs/lite v1.9.0
⚠️ BREAKING CHANGES
- tone mapping: pluggable tree-shakable tone mapping, runtime updates, and Khronos PBR Neutral (#390)
✨ Features
- audio: add per-instance pitch and playbackRate to playSound (#388)
- viewer support — animation-aware computeMaxExtents, deformed-geometry hotspots, camera interpolation (#369)
- particle: Node Particle Editor (NPE) support (Basic Properties + Emitters) (#342)
🐛 Bug Fixes
- animation: stop double-driving glTF groups owned by an AnimationManager (#389)
- mesh: ref-count GPU buffers shared by cloneTransformNode to prevent double-free (#353)
- export createBoxData from public API (#365)
- tetris: normalize pet vertex colors to RGBA (#368)
- rename third-party notices file to NOTICE.txt (#366)
⚡ Performance
- ci: shard cloud parity across 2 BrowserStack sessions via CDP (#367)
📝 Documentation
- clarify attachControl cleanup lifecycle (#379)
- make lite doc links resolve on GitHub and the docs website (#363)
🧪 Tests
- parity: add REUSE_BROWSER to reuse one browser window across scene specs (#378)
🏗️ Build & CI
- deps: upgrade TypeScript to 6 (#376)
- deps: safe tooling batch + pnpm 9.15.9 (#374)
- test: widen scene144 parity ceiling with justification (#380)
🔧 Other Changes
- Update issue templates (2c054ce)
- [compat-sync] Wrap HDRCubeTexture over loadHdrEnvironment; sync BJS 6073e1c (#372)
- [compat-sync] Gizmo isEnabled API + skip hover pick when disabled (#328) (#381)
- Harden bundle-size measurement + fix morph minified-WGSL bug (via loadGltf union signature) (#370)
- [compat-sync] More physics support (#335)
- [compat-sync] Back NullEngine with Lite headless engine + add RawTexture3D (#362)
Full Changelog: npm-lite-v1.8.0...npm-lite-v1.9.0
@babylonjs/lite v1.8.0
@babylonjs/lite v1.8.0
✨ Features
- engine: add createNullEngine + stepScene for headless simulation (#359)
- texture: add createTexture3DFromPixels for volumetric / LUT textures (#361)
- package: declare optional peers and attribute embedded upstream licenses (#356)
- navigation: add findClosestPointWithin with explicit search extents (#358)
- frame-graph: transmission depth grab (lazy), VAT bone origins, thin-instance cull pad, ShaderMaterial UBO-write skip (#351)
- frame-graph: Hi-Z depth pyramid, addTaskAfter, and runtime addMesh (#343)
- release: generate GitHub release changelog from commit history (#330)
🐛 Bug Fixes
- playground: push snippet URL to history so back navigation works (#354)
- bundle: silence expected empty text-shaper chunk warning (#347)
- resolve pnpm audit vulnerabilities in dompurify and esbuild (#346)
- animation: sync controller state and write back currentFrame in scene render loop (#254)
- engine: import without WebGPU globals (Node/SSR/Jest) (#334)
- release: prevent lite-gl release tag collisions on rerun (#317)
📝 Documentation
- add Lite Playground guide and cross-link it (#345)
🧪 Tests
- build: webpack + rollup bundling/tree-shaking tests; fix csg2 webpack Critical dependency warning (#350)
🏗️ Build & CI
- remove stale npm package-lock.json (pnpm workspace) (#352)
🔧 Other Changes
- [compat-sync] Mesh.getBoundingInfo (#333)
- Fix compat issues (#349)
- [compat-sync] Babylon.js compat-layer sync (#301)
- Compat-sync automation improvements (#339)
- Playground: esm.sh → jsDelivr CDN fallback (incl. Havok wasm) (#336)
- [compat-sync] Babylon.js compat-layer sync (#315)
Full Changelog: npm-lite-v1.7.0...npm-lite-v1.8.0
@babylonjs/lite v1.7.0
Automated release of @babylonjs/lite v1.7.0.
@babylonjs/lite v1.6.0
Automated release of @babylonjs/lite v1.6.0.