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
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
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
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
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
committed
Aug 8, 2026
ed09a2a
Working in 3D: InstancedMesh + EXT_mesh_gpu_instancing (#1508)
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
committed
Aug 6, 2026
39ea81f
Shader Effects: MSAA composes with post effects in 20.0 (cost note)
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
committed
Aug 5, 2026
05edf6a
Shader Effects: document the single-language degradation matrix
obiot
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Aug 3, 2026
87e0f4c
Shader Effects: dual-language (GLSL + WGSL) custom effects and asset shapes (20.0)
obiot
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Aug 3, 2026
d41c8e6
call out the await app.init() requirement for existing new Application users
obiot
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Aug 2, 2026
c82600e
Updated Upgrade Guide (markdown)
obiot
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Aug 2, 2026
f54c92f
document the 20.0.0 two-phase Application startup (await app.init()), video.* removals, and the experimental WebGPU renderer
obiot
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Aug 2, 2026
6adc3f0
Upgrade Guide: document the 20.0 VAO changes (custom batchers, frozen layout, shader attribute-order contract)
obiot
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Jul 28, 2026
a594c4a
Upgrade Guide: add 20.0 (WebGL2-only) upcoming section + 19.9.1 behavior notes
obiot
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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
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Jul 13, 2026
b7f68d9
2.5D Games: use Sprite3d billboards for characters (+ shadow/anchor caveats)
obiot
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Jun 23, 2026
780eb44
Working in 3D: Sprite3d examples show add-to-world + alpha cutout
obiot
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Jun 23, 2026
de0a3f3
Working in 3D: document Sprite3d flipX/flipY
obiot
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Jun 23, 2026
5623b47
Working in 3D: document Sprite3d transparency (alphaCutoff default)
obiot
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Jun 22, 2026
7c7a2d9
Working in 3D: scope Sprite3d atlas support to axis-aligned untrimmed regions
obiot
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Jun 22, 2026
f5a2f8e
Working in 3D: document Sprite3d (billboards + frame animation)
obiot
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Jun 22, 2026
dc40f04
resources: document await-able loader.preload() / load()
obiot
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Jun 22, 2026
b35df5a
Working in 3D: document textureFilter (decoupled from antiAlias) — global + per-mesh, WebGL-only
obiot
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Jun 22, 2026
cc338a3
3D loading: document Tier-2 material features (texture filter, unlit, alpha cutout, emissive)
obiot
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Jun 20, 2026
f086535
3D wiki: use modern named-import API style (level.load / loader / game.world) instead of the legacy me.* namespace
obiot
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Jun 20, 2026
747a1a8
3D wiki: reformat support tables to feature → ✅/❌ + notes; correct glTF transparency/tangents accuracy
obiot
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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
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Jun 19, 2026
5512506
3D docs: glTF node animation (GLTFModel) + external textures/buffers + texture wrap; Sprite-aligned play/pause/stop
obiot
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Jun 19, 2026
1dbc5b4