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[Changesets] Pending Releases #364
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This PR was opened by the Changesets release GitHub action. When you're ready to do a release, you can merge this and the packages will be published to npm automatically. If you're not ready to do a release yet, that's fine, whenever you add more changesets to main, this PR will be updated.
Releases
@material-composer/[email protected]
Minor Changes
PatchedMaterialMasterhas been renamed toPatchedMaterialRoot.Patch Changes
[email protected]
Minor Changes
RenderPipelinehas been renamed toDefaultRenderPipeline.Patch Changes
[email protected]
Minor Changes
d504e35: Breaking: The casting helpers (eg.
$vec3(),$mat3()etc.) have been renamed tovec3(),mat3()etc., and have had their signature changed. Where the old implementations were able to take any number of arguments, the new helpers will only ever take a single argument. (If you want to cast multiple arguments, you can pass an array.)d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:d504e35: Breaking: The core Shader Composer package
@shader-composer/coreno longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar,CameraNear,Resolutionetc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/threepackage.TODO: example for usage
d504e35: New: Arrays of specific lengths are now automatically casts to vectors and matrices; an array with 2 elements will be rendered as a
vec2, an array with 3 elements will be rendered as avec3, and so on.If you want to cast an array to a specific type, you can use the
vec2(),vec3()etc. helpers:Or wrap them in full units, like above.
d504e35: Removed Three-specific bits from
UpdateCallbackPatch Changes
@shader-composer/[email protected]
Minor Changes
d504e35: Breaking: The casting helpers (eg.
$vec3(),$mat3()etc.) have been renamed tovec3(),mat3()etc., and have had their signature changed. Where the old implementations were able to take any number of arguments, the new helpers will only ever take a single argument. (If you want to cast multiple arguments, you can pass an array.)d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:4f9903d: Breaking Change:
ShaderMaterialMasterandCustomShaderMaterialMasterhave been renamed toShaderMaterialRootandCustomShaderMaterialRoot.1e313b5: Added two new units:
FrameTimeandFrameCount.FrameTimeis a unit that represents the time in seconds since the application started. Most importantly, this value is guaranteed to be stable across the duration of a frame, so it's perfect for synchronizing multiple shaders.FrameCountprovides an integer counter of the number of frames rendered since the start of the application. This, too, is great for synchronizing shaders, and might be better for when you need an auto-increasing integer value instead of a floating point time value.If you need these values in your JavaScript
updatecallbacks, you can import the newframeobject and access itstimeandcountproperties.d504e35: Breaking: The core Shader Composer package
@shader-composer/coreno longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar,CameraNear,Resolutionetc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/threepackage.TODO: example for usage
d504e35: New: Arrays of specific lengths are now automatically casts to vectors and matrices; an array with 2 elements will be rendered as a
vec2, an array with 3 elements will be rendered as avec3, and so on.If you want to cast an array to a specific type, you can use the
vec2(),vec3()etc. helpers:Or wrap them in full units, like above.
@shader-composer/[email protected]
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:@shader-composer/[email protected]
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:4f9903d: Breaking Change:
PostProcessingEffectMasterhas been renamed toPostProcessingEffectRoot.@shader-composer/[email protected]
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:d504e35: Breaking: The core Shader Composer package
@shader-composer/coreno longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar,CameraNear,Resolutionetc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/threepackage.TODO: example for usage
4f9903d: Breaking Change:
ShaderMasterhas been renamed toShaderRoot.Patch Changes
@shader-composer/[email protected]
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:d504e35: Breaking: The core Shader Composer package
@shader-composer/coreno longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar,CameraNear,Resolutionetc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/threepackage.TODO: example for usage
[email protected]
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*organization, with the mainshader-composerpackage acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composerumbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:Patch Changes
[email protected]
Patch Changes
@material-composer/[email protected]
Patch Changes
[email protected]
Patch Changes
[email protected]
Patch Changes
[email protected]
Patch Changes
[email protected]
Patch Changes