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Revisions

  • PhysicsEditor: document the portable bodyDef path (#1685) The page was built on `body.fromJSON()`, which reaches the built-in solver only and is deprecated since 20.7.0. It now names the preloaded asset from a body definition instead, which resolves before any adapter sees it and so works unchanged on the built-in, matter and planck backends. Also corrects a note that was already wrong: density, friction and bounce ARE applied now, and the exporter's filter block is skipped for a stated reason rather than merely ignored. Fixes two dead documentation links.

    @obiot obiot committed Sep 20, 2026
    fe4937b
  • Shader Effects: show only the active API `renderable.shader =` has been deprecated since 19.2.0, including for meshes — `Mesh#shader` delegates straight to it. Both mesh examples now use `addPostEffect()`.

    @obiot obiot committed Aug 30, 2026
    6e168f7
  • Correct three claims that disagree with the source - Working in 3D: Camera3d has no `roll`. Rotations are pitch and yaw only; the inherited `Camera2d.rotation` is not read by the view transform or the frustum rebuild, so a screen-plane bank has no effect. - SpriteIlluminator: normal-map lighting requires a GPU backend, not WebGL specifically — WebGPU implements the lit pipeline too. Also notes that Light2d glow and stage ambient still draw on Canvas. - Legacy upgrade guide: `me.loader.onload` was not "still working" — it is a module binding that could never be assigned from outside, deprecated in 18.2.0 and removed in 20.3.

    @obiot obiot committed Aug 30, 2026
    a24ab3e
  • 2.5D Games: depth does not filter collision (melonJS/melonJS#1580) The page claimed distant-Z parallax 'will often land in different octants than gameplay and be pruned by the broadphase walk — best-effort, not a guarantee'. That was describing a bug: the same pruning was also discarding collisions between gameplay bodies at different depths, at a measured 12 of 20 genuinely overlapping pairs. Fixed in 20.0.0. Collision is 2D whichever camera renders the scene, so the broadphase's collision walk now ignores depth entirely. Rewrites the 'why it works' and 'keeping parallax out of collision queries' sections accordingly, and notes that the genuinely 3D queries do still prune on depth.

    @obiot obiot committed Aug 9, 2026
    9583913
  • Document ground shadows (#1515) and drop the stale 2.5D caveats Working-in-3D gains a Ground shadows section (properties, the three-level opt-in and its no-vertical-extent safeguard, cost, and the Camera3d/GPU requirement); the glTF page documents the level.load options; the 2.5D page's two caveats are both obsolete now that anchorPoint: "bottom" and castGroundShadow exist.

    @obiot obiot committed Aug 8, 2026
    ed09a2a
  • Working in 3D: InstancedMesh + EXT_mesh_gpu_instancing (#1508)

    @obiot obiot committed Aug 7, 2026
    993c77a
  • 20.0 docs: mandatory await app.init() across all boot examples, WebGPU accuracy pass - every Application boot snippet now shows the two-phase startup (8 pages) - FAQ Q9 rewritten: video.init() is removed, not deprecated; async rationale - FAQ Q10 covers the three backends and the AUTO ladder (WebGPU first) - Rendering-API: meshes render on all three renderers; init() in the renderer-choice snippet - Working-in-3D: MSAA now survives post effects, with its memory cost - Capacitor: drop the stale single-call claim - 2.5D-Games: fix an invalid Application(canvas, ...) signature

    @obiot obiot committed Aug 6, 2026
    39ea81f
  • Shader Effects: MSAA composes with post effects in 20.0 (cost note)

    @obiot obiot committed Aug 6, 2026
    8dfff4f
  • 3D documentation refresh for 20.0: WebGPU parity, retained meshes, Light3d point/spot, custom mesh shaders - Working-in-3D: new Retained-rendering and Lighting (Light3d) sections, mipmaps/anisotropy under Texture filtering, GPU-backend framing, Camera2d mesh projection corrected, split-screen camera note - glTF/GLB scenes: point/spot lights now supported (+ examples), lights / lightIntensityScale load options, authored light names, getGLTF fields - Supported assets: GPU-backend framing, point/spot moved to supported - Rendering-API: capability-flags table, retained drawMesh contract, multi-material OBJ + MTL Ke corrected, WebGPU in renderer selection - Shader-Effects: dual-language intro, fixed broken drawMesh example (mesh.shader is the API), wgsl program assets, custom mesh shader section - Upgrade-Guide: WebGPU/AUTO ladder, WebGLBatcher rename, Light3dBlock layout change, model-space mesh shader contract - Home: refreshed 3D/shader blurbs

    @obiot obiot committed Aug 5, 2026
    05edf6a
  • Shader Effects: document the single-language degradation matrix

    @obiot obiot committed Aug 3, 2026
    87e0f4c
  • Shader Effects: dual-language (GLSL + WGSL) custom effects and asset shapes (20.0)

    @obiot obiot committed Aug 3, 2026
    d41c8e6
  • call out the await app.init() requirement for existing new Application users

    @obiot obiot committed Aug 2, 2026
    c82600e
  • Updated Upgrade Guide (markdown)

    @obiot obiot committed Aug 2, 2026
    f54c92f
  • document the 20.0.0 two-phase Application startup (await app.init()), video.* removals, and the experimental WebGPU renderer

    @obiot obiot committed Aug 2, 2026
    6adc3f0
  • Upgrade Guide: document the 20.0 VAO changes (custom batchers, frozen layout, shader attribute-order contract)

    @obiot obiot committed Jul 28, 2026
    a594c4a
  • Upgrade Guide: add 20.0 (WebGL2-only) upcoming section + 19.9.1 behavior notes

    @obiot obiot committed Jul 28, 2026
    a801fa4
  • Shader Effects: 19.9 additions (screen_texture/screen_uv/noise_uv builtins, setTexture, setTime, shader assets + {vertex,fragment} pairs, shared flag)

    @obiot obiot committed Jul 13, 2026
    b7f68d9
  • 2.5D Games: use Sprite3d billboards for characters (+ shadow/anchor caveats)

    @obiot obiot committed Jun 23, 2026
    780eb44
  • Working in 3D: Sprite3d examples show add-to-world + alpha cutout

    @obiot obiot committed Jun 23, 2026
    de0a3f3
  • Working in 3D: document Sprite3d flipX/flipY

    @obiot obiot committed Jun 23, 2026
    5623b47
  • Working in 3D: document Sprite3d transparency (alphaCutoff default)

    @obiot obiot committed Jun 22, 2026
    7c7a2d9
  • Working in 3D: scope Sprite3d atlas support to axis-aligned untrimmed regions

    @obiot obiot committed Jun 22, 2026
    f5a2f8e
  • Working in 3D: document Sprite3d (billboards + frame animation)

    @obiot obiot committed Jun 22, 2026
    dc40f04
  • resources: document await-able loader.preload() / load()

    @obiot obiot committed Jun 22, 2026
    b35df5a
  • Working in 3D: document textureFilter (decoupled from antiAlias) — global + per-mesh, WebGL-only

    @obiot obiot committed Jun 22, 2026
    cc338a3
  • 3D loading: document Tier-2 material features (texture filter, unlit, alpha cutout, emissive)

    @obiot obiot committed Jun 20, 2026
    f086535
  • 3D wiki: use modern named-import API style (level.load / loader / game.world) instead of the legacy me.* namespace

    @obiot obiot committed Jun 20, 2026
    747a1a8
  • 3D wiki: reformat support tables to feature → ✅/❌ + notes; correct glTF transparency/tangents accuracy

    @obiot obiot committed Jun 20, 2026
    9580b84
  • 3D lighting docs: Light3d is now a world Renderable (like Light2d) — drop LightingEnvironment; add in-game day/night manipulation example

    @obiot obiot committed Jun 19, 2026
    5512506
  • 3D docs: glTF node animation (GLTFModel) + external textures/buffers + texture wrap; Sprite-aligned play/pause/stop

    @obiot obiot committed Jun 19, 2026
    1dbc5b4