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v20.4.0

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@github-actions github-actions released this 09 Sep 00:08
· 18 commits to master since this release
5e05310

What's Changed

melonJS Team

  • Renderer: two caches that never hit, one per backend (#1652) (5ab23f5)
  • Examples: the 3D examples await their level load (#1651) (398c40f)
  • Level: an async option on load/reload/next/previous, and a microtask deferral (#1647) (6c3cba2)
  • docs: correct how the skills installer places files (#1643) (44dc944)
  • Distance fog: measure the height above the camera in view space (#1645) (23f524a)
  • Lit meshes: take the eye from the view's inverse, not from -Rᵀ·t (#1642) (0b8593b)
  • strip-internal: widen the fast gate, and call the sibling script through pnpm (#1640) (16e3025)
  • Docs: stop publishing engine internals, and give the reference its own identity (#1639) (0dbcef0)
  • Audio: a sound in the preload could hang the game on a blank screen (#1638) (ab2ee59)
  • Mesh: a transparent pass, so a faded mesh actually fades (#1635) (a570ed0)
  • llms.txt: say 2D, 2.5D and 3D in the header too (#1623) (1107d5d)
  • Distance fog: height falloff, so mist pools in low ground (#1634) (10b04cf)
  • Camera3d: distance fog (#1632) (dbe807d)
  • Ground shadows: drain the queue only where the world draw is finished (#1630) (0d7650d)
  • Container: order floating children by depth alone, not by screen position (#1629) (b0a512e)
  • Mesh: generate normals for lit geometry built without them (#1627) (646bc07)
  • Mesh: skip the draw at alpha 0 instead of painting it black (#1626) (d37285e)
  • Mesh: let procedural geometry supply per-vertex colours (#1625) (b716922)

Full Changelog: 20.3.0...20.4.0