Polygonjs 2.0.56
Transparency modes, colour palettes, cursor-driven compute
·built with Jai 0.2.029
-
Breaking
The
advancedtoggle and the depth params behind it are gone from themat/*nodes. Use the newtransparencyModeinstead:OPAQUEkeeps a material out of the transparent pass,BLENDputs it in.AUTOwill infer what is needed on most cases. -
Breaking
The
USE_OITobject attribute is nowTRANSPARENCY_MODE, and it holds a mode rather than a flag. Rename it in your scenes and set it toBLENDwhere it used to be true. Similar to the material,AUTOwill infer what is needed on most cases. -
Breaking
Type-specific params on the
code/*nodes now carry an underscore.code/Clamp.inputFloatisinput_Float, andgeo/AttributeCreate.valueFloatisvalue_Float. Saved scenes need those names updated by hand, there is no migration yet. -
New
Every material has a
transparencyMode:AUTO,OPAQUE,MASKorBLEND. An alpha below 1 now does something on every material, not only on the few that happened to implement it. The names match glTFalphaMode, andgeo/SceneGLTFmaps an imported one straight onto it. -
New
MASKmode and the newalphaCutoffparam give hard-edged cutouts that still write depth, so cutouts occlude each other correctly.mat/MeshBuildercarries it today. -
New
geo/ObjectPropertiessetstransparencyModeper object, so one material can serve both opaque and transparent objects. -
New
Materials have a
sidesparam: front, back or both. -
New
tex/Palettegenerates a colour palette and bakes it into a 1D texture. Hue travels an eased cycle while saturation and lightness sweep eased ranges, in OKLCH for perceptually even steps or in plain HSL. The result comes out as hard blocks or as a gradient blended in OKLab. -
New
The cursor and its ray are available inside compute and GPU shaders, alongside a new
code/RayClosestPoint. - New One wasm build can drive several scenes on the same page, each with its own canvas, camera and pointer input. The editor stays single-scene and switches itself off when a page holds more than one.
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New
geo/M2DBooleanandgeo/M3DBooleanget a mode. Either pair each shape from input 0 with its counterpart in input 1, or batch every shape from both inputs into a single result. -
New
geo/AttributeCreateand thecode/*nodes handleS8,S32andU8attributes. -
New
The alpha of a
mat/MeshBuildercan drive its shadow, so a faded or cut-out surface casts a matching one. -
New
tex/Imagecomes with presets. - Improved Hovering a param in the params panel shows its help as a tooltip. Polynodes carry help of their own now, so the panel is no longer blank on them.
- Improved Hovering a connector in the network panel raises its label, so it is readable over the nodes behind it.
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Improved
The
groupparam sits nearer the top ofgeo/Transform,geo/Material,geo/CADExtrudeandgeo/CADRevolve. - Improved Errors coming out of a wasm build report a usable stack trace.
- Improved Crash logs can be uploaded from canvas and SDK builds, not only from the editor.
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Improved
code/Compareandcode/TwoWaySwitchstart on more useful default values. -
Fixed
Textures fed to
mat/MeshBuilderhave their colour space managed, so an sRGB image no longer renders with the wrong colours. -
Fixed
Deleting a node inside a
codenetwork no longer crashes the editor. - Fixed Custom attribute names, defined in the SDK, appear in the attribute name menus again, and they serialize correctly from the nodes that create them.
- Fixed File > Save As was missing from SDK builds.
- Fixed Images loaded in wasm keep their alpha channel.