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fix(MatrixDO): MatrixDO Buffer #108
Commits on Apr 22, 2023
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Commits on Apr 23, 2023
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Adding Mathematical Matrix4*4 for 3D Computing Adding Mathematical Matrix3*3 for 2D Computing Adding Mathematical Quaternion for 2D/3D Rotation Computing
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into dev
# Conflicts: # src/engine/math/Matrix4.ts
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Commits on Apr 27, 2023
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into dev
# Conflicts: # src/engine/math/Matrix4.ts
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fix(componnets): fix components strart
fix components auto bind check error
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fix(component): remove old regist
Replace the new registration method
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add UIEvents add PointEvent3D add Object3DEvent add LoaderEvent add KeyEvent
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chore(import): update import url
update class import url check lost class and add clear not use class
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feat(clusterLighting): add cluster lighting shader
add cluster lighting cs shader
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Commits on Apr 28, 2023
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fix(skeleton): fix SkinMeshRender not work
fix SkinMeshRender not work.
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into dev
# Conflicts: # src/assets/shader/ShaderLib.ts # src/assets/shader/materials/compute/BLUR_CsShader.wgsl # src/assets/shader/materials/compute/DepthOfView_CsShader.wgsl # src/assets/shader/materials/compute/ErpImage2CubeMapCreateCube_compute.wgsl # src/assets/shader/materials/compute/ErpImage2CubeMapRgbe2rgba_compute.wgsl # src/assets/shader/materials/compute/GTAOCs.wgsl # src/assets/shader/materials/compute/IBLEnvMapCreator_compute.wgsl # src/assets/shader/materials/compute/MergeRGBA_Cs.wgsl # src/assets/shader/materials/compute/MultiBouncePass_Shader.wgsl # src/assets/shader/materials/compute/OutLineBlendColor.wgsl # src/assets/shader/materials/compute/OutlineCalcOutline.wgsl # src/assets/shader/materials/compute/OutlineCs.wgsl # src/assets/shader/materials/compute/Picker_CsShader.wgsl # src/assets/shader/materials/compute/SSAO_CsShader.wgsl # src/assets/shader/materials/compute/SSR_BlendColor_Shader.wgsl # src/assets/shader/materials/compute/SSR_IS_Shader.wgsl # src/assets/shader/materials/compute/SSR_RayTrace_Shader.wgsl # src/assets/shader/materials/compute/TAACopyTex.wgsl # src/assets/shader/materials/compute/TAASharpTex.wgsl # src/assets/shader/materials/compute/TAAcs.wgsl # src/assets/shader/materials/core/base/Common_frag.wgsl # src/assets/shader/materials/core/base/Common_vert.wgsl # src/assets/shader/materials/core/common/BrdfLut_frag.wgsl # src/assets/shader/materials/core/common/EnvMap_frag.wgsl # src/assets/shader/materials/core/common/GlobalUniform.wgsl # src/assets/shader/materials/core/common/InstanceUniform.wgsl # src/assets/shader/materials/core/common/WorldMatrixUniform.wgsl # src/assets/shader/materials/core/inline/Inline_vert.wgsl # src/assets/shader/materials/graphic/Graphic3DShader_fs.wgsl # src/assets/shader/materials/graphic/Graphic3DShader_vs.wgsl # src/assets/shader/materials/materials/GlassShader.wgsl # src/assets/shader/materials/materials/LitShader.wgsl # src/assets/shader/materials/materials/OutlinePass.wgsl # src/assets/shader/materials/materials/PBRLItShader.wgsl # src/assets/shader/materials/materials/UnLit.wgsl # src/assets/shader/materials/materials/sky/AtmosphericScatteringSky_shader.ts # src/assets/shader/materials/materials/sky/CubeSky_Shader.ts # src/assets/shader/materials/math/FastMathShader.wgsl # src/assets/shader/materials/post/FSAAShader.wgsl # src/assets/shader/materials/sky/AtmosphericScatteringSky_shader.ts # src/assets/shader/materials/sky/CubeSky_Shader.ts # src/assets/shader/materials/utils/BRDFLUT.wgsl # src/assets/shader/materials/utils/ColorUtil.wgsl # src/assets/shader/materials/utils/GenerayRandomDir.wgsl # src/engine/assets/shader/sky/AtmosphericScatteringSky_shader.ts # src/engine/assets/shader/sky/CubeSky_Shader.ts
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into dev
# Conflicts: # src/assets/shader/ShaderLib.ts # src/assets/shader/materials/compute/BLUR_CsShader.wgsl # src/assets/shader/materials/compute/DepthOfView_CsShader.wgsl # src/assets/shader/materials/compute/ErpImage2CubeMapCreateCube_compute.wgsl # src/assets/shader/materials/compute/ErpImage2CubeMapRgbe2rgba_compute.wgsl # src/assets/shader/materials/compute/GTAOCs.wgsl # src/assets/shader/materials/compute/IBLEnvMapCreator_compute.wgsl # src/assets/shader/materials/compute/MergeRGBA_Cs.wgsl # src/assets/shader/materials/compute/MultiBouncePass_Shader.wgsl # src/assets/shader/materials/compute/OutLineBlendColor.wgsl # src/assets/shader/materials/compute/OutlineCalcOutline.wgsl # src/assets/shader/materials/compute/OutlineCs.wgsl # src/assets/shader/materials/compute/Picker_CsShader.wgsl # src/assets/shader/materials/compute/SSAO_CsShader.wgsl # src/assets/shader/materials/compute/SSR_BlendColor_Shader.wgsl # src/assets/shader/materials/compute/SSR_IS_Shader.wgsl # src/assets/shader/materials/compute/SSR_RayTrace_Shader.wgsl # src/assets/shader/materials/compute/TAACopyTex.wgsl # src/assets/shader/materials/compute/TAASharpTex.wgsl # src/assets/shader/materials/compute/TAAcs.wgsl # src/assets/shader/materials/core/base/Common_frag.wgsl # src/assets/shader/materials/core/base/Common_vert.wgsl # src/assets/shader/materials/core/common/BrdfLut_frag.wgsl # src/assets/shader/materials/core/common/EnvMap_frag.wgsl # src/assets/shader/materials/core/common/GlobalUniform.wgsl # src/assets/shader/materials/core/common/InstanceUniform.wgsl # src/assets/shader/materials/core/common/WorldMatrixUniform.wgsl # src/assets/shader/materials/core/inline/Inline_vert.wgsl # src/assets/shader/materials/graphic/Graphic3DShader_fs.wgsl # src/assets/shader/materials/graphic/Graphic3DShader_vs.wgsl # src/assets/shader/materials/materials/GlassShader.wgsl # src/assets/shader/materials/materials/LitShader.wgsl # src/assets/shader/materials/materials/OutlinePass.wgsl # src/assets/shader/materials/materials/PBRLItShader.wgsl # src/assets/shader/materials/materials/UnLit.wgsl # src/assets/shader/materials/materials/sky/AtmosphericScatteringSky_shader.ts # src/assets/shader/materials/materials/sky/CubeSky_Shader.ts # src/assets/shader/materials/math/FastMathShader.wgsl # src/assets/shader/materials/post/FSAAShader.wgsl # src/assets/shader/materials/sky/AtmosphericScatteringSky_shader.ts # src/assets/shader/materials/sky/CubeSky_Shader.ts # src/assets/shader/materials/utils/BRDFLUT.wgsl # src/assets/shader/materials/utils/ColorUtil.wgsl # src/assets/shader/materials/utils/GenerayRandomDir.wgsl # src/engine/assets/shader/sky/AtmosphericScatteringSky_shader.ts # src/engine/assets/shader/sky/CubeSky_Shader.ts
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Commits on Apr 29, 2023
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Commits on May 4, 2023
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into dev
# Conflicts: # index.html # samples/index.ts # tsconfig.json
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into dev
# Conflicts: # src/index.ts
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Commits on May 5, 2023
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fix(AtmosphericComponent): fix AtmosphericComponent Update
fix AtmosphericComponent Update fix sky light color use gamma fix timeInterpolator add remove use list
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Commits on May 6, 2023
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fix(engine): engine shadow lights collect init bug
fix engine shadow lights collect init bug
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Commits on May 7, 2023
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fix(MatrixDO): MatrixDO Buffer
fix matrixDO Buffer Descript bytesLength count wrong
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fix(MatrixDO): MatrixDO Buffer
fix matrixDO Buffer Descript bytesLength count wrong
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Merge branch 'dev' of https://github.com/Orillusion/orillusion into M…
…atrixDO # Conflicts: # samples/base/Sample_Transform.ts
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Merge branch 'MatrixDO' of https://github.com/sirbignian/orillusion i…
…nto MatrixDO # Conflicts: # samples/base/Sample_Transform.ts
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Merge branch 'MatrixDO' of https://github.com/sirbignian/orillusion i…
…nto MatrixDO # Conflicts: # samples/base/Sample_Transform.ts
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