Changelog
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2.0.55
minor fixes
- Fixed When opening the examples panel on windows, there are no more spawned extra windows (which happened due to child processes downloading the thumbnails).
- Fixed When using the cursor to drive an object, the cursor would be clamped to the viewer bounds. This is not the case anymore.
2.0.54
autoplay for embedded scenes
-
New
An embedded scene can start playing as soon as it loads: pass
autoplay: truetopolygonAppInitnext to the scene data. Without it the scene sits on frame 0, which makes a solver or anOnTickactor look like a still image on a page with no transport controls. - Fixed The example pages on polygonjs.com no longer show the default scene’s box sitting in the middle of the example. The box is bypassed, not deleted, so un-bypassing it brings it back.
2.0.53
Cursor-driven physics, render/Combine, shadow fixes
-
Breaking
render/Add,render/Multiplyandrender/Compositeare replaced by onerender/Combine, whoseoperationparam is ADD, MULTIPLY or OVER. Scenes using the old nodes need the node swapped by hand. -
Breaking
mat/MeshInstanceis gone. Instances are drawn bymat/MeshBuilderwith acode/Instancenode inside, which is the graphgeo/Instancenow builds for you. -
New
A rigid body can be kinematic, driven from an actor with
code/SetObjectPositionorcode/SetObjectAttribute. It pushes the dynamic bodies around, so you can shove a simulation with the cursor. -
New
Cursor nodes:
code/Cursor,code/CursorRay,code/Ray,code/Planeandcode/RayPlaneIntersect, to turn a pointer into a position in the scene. -
New
compute/Subnetandcompute/PolyNode: group compute nodes together, and save the group as a node you can reuse. -
New
render/Combineworks on WebGL2. Where there are no compute shaders it runs the same operation as a fullscreen pass, and the image is the same. - New An embedded scene can be unmounted and remounted from JavaScript, so a page can put a scene away and bring it back.
- New New example: many rigid bodies you can push around with the cursor.
- New The command line downloads the SDK without a login.
2.0.49
Decimate, embedded text fonts, error propagation
-
Breaking
code/Negate,code/Complement,code/Powandcode/Normalizeare merged into the nodecode/MathUnary. Typing the old name in the tab menu still creates it, but scenes saved with the old node types will not load. We don’t have a migration system yet, so this may require manual update in the scene file for now. -
New
geo/Decimate: reduce a mesh’s triangle count, either as a fraction of the input or to an absolute triangle count, with boundary locking, small-component pruning and a maximum-error budget. - New Chrome-less fullscreen viewer. Toggle it in the viewer and save the scene, and it reopens with no editor UI around it.
-
Improved
geo/Textembeds its font, so text renders with no external font file to ship or find. - Improved Errors travel through the graph: a node whose input is errored reports it, referencing an errored node is itself an error, and the network panel tells you when you are inside one.
- Improved The web editor reports its loading progress and fetches a gzipped payload, so the first frame arrives sooner.
- Improved Network panel: improve snapping.
-
Improved
Normals are computed whenever a material needs them, including through
geo/CageDeform. No more black shading on deformed geometry. -
Improved
geo/HexaPlanenow faces +Y by default. - Fixed Nodes inside a bypassed subnet no longer cook.
-
Fixed
geo/PLYExporterandgeo/VolumeExporterpreserve the object’s transform. - Fixed Object transforms are no longer read before they are up to date, which could place geometry a frame behind.
Also in this release
geo/Text’s secondary parameters are simplified.- Dropdown styling and window corners are consistent across the editor.
2.0.46
Drag-to-connect network panel, voxel surface offsets
- New Drag a node over another and hold for a moment, they connect, with no aiming at a connector.
-
New
Shake a node (or a whole selection) mid-drag to pull it out of the graph: the boundary edges drop and the chain heals behind it, so
a → x → cbecomesa → c. -
New
surfaceOffsetongeo/MeshToVoxelandgeo/VoxelCreate: shift the iso-surface the voxels are built from: negative erodes so the voxels sit inside the real surface, positive dilates for a thicker shell or to close thin features. - Improved Connecting nodes no longer needs a precise cursor: connectors snap from a distance, the wire you are dragging previews the connector the drop will actually use, and the snap still works when zoomed out.
- Improved A whole node drag is a single undo step, however many connect, disconnect and splice actions it fired along the way.
-
Improved
geo/MeshToVoxelvoxelizes box-shaped meshes far more faithfully. - Fixed Undoing while dragging a node no longer crashes the editor.
- Fixed Setting a node path, asset path or string parameter to an empty string resets it to its default, instead of leaving an empty reference that could not resolve and broke code export.
- Fixed Node paths and asset paths are trimmed, so a path pasted with a stray leading or trailing space still resolves.
Also in this release
- PolyNode spare parameters and the parameters declared by a PolyNode definition now stay in step with each other, including through save, reload and regeneration.
2.0.45
First public version of Polygon V2
- New Polygon V2 is a complete rewrite of v1, that can run and build for native & web.