{"push_id":1289016899,"size":57,"distinct_size":57,"ref":"refs/heads/master","head":"318d73b183b6c7b1480ac4aad7cc4f226d78d359","before":"f77b5ac409bd55ea15400e7c476cc537170eb886","commits":[{"sha":"54b53f4b16bea2f6ad9c21c9d064fc4f474a211f","author":{"name":"Ben Adams","email":"a5309959088d99f7b2ab41daca566bfdf14b0f71@illyriad.co.uk"},"message":"SIMD fixes","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/54b53f4b16bea2f6ad9c21c9d064fc4f474a211f"},{"sha":"104e243ae0c1fc06fba25ed05c5b779928983ef2","author":{"name":"nockawa","email":"6ad9adbece7129b20a4f3163f86c635d808fd0b5@outlook.com"},"message":"Canvas2D: Improvements around Scaling\n\n - You can now set a Scale (or ScaleX/Y) to a Canvas2D object, it will render as expected, for every caching strategies.\n - At creation time of a ScreenSpaceCanvas you can set a designSize which will be used to compute the Canvas' scale automatically in order for you to specify absolute coordinate in the frame of the designSize (MasterK request)\n - Any Cached Renderable Group can have a new GroupCache Behavior: GROUPCACHEBEHAVIOR_NORESIZEONSCALE. When set the cached bitmap for the Group won't be resized when the scale of the group will change, improving performances over rendering quality\n - Ellipse, Rectangle are now drawn with a prescale computation to ensure the best result when using high/low scaling\n - Prim2DBase has not the actualScale and actualScaleX/Y property that return the accumulated scale of the primitive.\n - At their creation, primitives can specify if they should not inherit from the scale of their parent through the dontInheritParentScale setting.","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/104e243ae0c1fc06fba25ed05c5b779928983ef2"},{"sha":"b4f169cbb9b99f294fd15d40f6ea3253aa9bea63","author":{"name":"David Catuhe","email":"34cb3fcf8b18738594346d81d4e0d6858e86b374@live.fr"},"message":"Merge pull request #1332 from nockawa/CanvasScale\n\nCanvas2D: Improvements around Scaling","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/b4f169cbb9b99f294fd15d40f6ea3253aa9bea63"},{"sha":"ab5ecb98953ef4f9582128fef0048358d8ae4aba","author":{"name":"David Catuhe","email":"fd4824c0ba92ea69dc160aef2f18b4c2c5748ab9@microsoft.com"},"message":"Nightly","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/ab5ecb98953ef4f9582128fef0048358d8ae4aba"},{"sha":"69d33edf2bacadf34d7afb03ee8d3f773e7e2033","author":{"name":"nockawa","email":"6ad9adbece7129b20a4f3163f86c635d808fd0b5@outlook.com"},"message":"Canvas2D: bug fixing\n\nGlobalTransformation wasn't updated if the LocalTransform were changed outside the prepare render process.","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/69d33edf2bacadf34d7afb03ee8d3f773e7e2033"},{"sha":"fc9a75b4c7df8a6a912d5b9ae0acebce3b5f6d9d","author":{"name":"Loïc Baumann","email":"6ad9adbece7129b20a4f3163f86c635d808fd0b5@outlook.com"},"message":"Merge pull request #1333 from nockawa/AlignmentBug\n\nCanvas2D: bug fixing","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/fc9a75b4c7df8a6a912d5b9ae0acebce3b5f6d9d"},{"sha":"49bb4640fa32a94a21a37ec895a30a2ed0516ab8","author":{"name":"Raanan Weber","email":"616e881177e53541ea47e5917a60deb2554e079d@raananweber.com"},"message":"Due to an iOS bug - changing to constant numbers.","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/49bb4640fa32a94a21a37ec895a30a2ed0516ab8"},{"sha":"7f233914b9c0d841fd6829f4ea2419b2f8964a70","author":{"name":"David Catuhe","email":"34cb3fcf8b18738594346d81d4e0d6858e86b374@live.fr"},"message":"Merge pull request #1334 from RaananW/stencilFunc-iOS-error\n\nDue to an safari bug - changing to constant numbers.","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/7f233914b9c0d841fd6829f4ea2419b2f8964a70"},{"sha":"4c30860b7b4101670915f0a5f810b570910585ca","author":{"name":"Temechon","email":"e9567db3ca065d9a83cb504f4d7357304bdf6786@pixelcodr.com"},"message":"New compilation asked by @Nockawa","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/4c30860b7b4101670915f0a5f810b570910585ca"},{"sha":"0591243dbb2651e65ed1f295fe2caec570a34365","author":{"name":"Raanan Weber","email":"7429a6b02c38b485114c4a44d676630e9b384f92@gmail.com"},"message":"Merge pull request #1335 from Temechon/master\n\nNew compilation asked by @Nockawa and merged by me! What a team.","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/0591243dbb2651e65ed1f295fe2caec570a34365"},{"sha":"29c57d04020184ebbd5722e850e3554aed361865","author":{"name":"jeff","email":"f438ab86509b0904a4f8dc4741adff5f32e23439@198.105.254.228"},"message":"Blender Exporter 5.0.5\n\n- Fixed the \"Fix\" for Nodes in 5.0.2, which broke it for meshes\n- Very minor sync'ing of code to TOB version","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/29c57d04020184ebbd5722e850e3554aed361865"},{"sha":"f4d7cbee04f5512ce6d6808ac9aff8294254a18a","author":{"name":"David Catuhe","email":"34cb3fcf8b18738594346d81d4e0d6858e86b374@live.fr"},"message":"Merge pull request #1337 from Palmer-JC/master\n\nBlender Exporter 5.0.5","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/f4d7cbee04f5512ce6d6808ac9aff8294254a18a"},{"sha":"1a3177f934c73c12fa434cd26539f83e2e80dbea","author":{"name":"László Matuska","email":"616e881177e53541ea47e5917a60deb2554e079d@bitofgold.com"},"message":"waterMaterial to support .useLogarithmicDepth","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/1a3177f934c73c12fa434cd26539f83e2e80dbea"},{"sha":"5d7322dfc53175a48421b3aeda83090816ef71fa","author":{"name":"László Matuska","email":"616e881177e53541ea47e5917a60deb2554e079d@bitofgold.com"},"message":"waterMaterial more physically realistc\n\n- better bump waves\n- physically correct water color + reflection combination\n- more specular glare for hard lights (sun/moon)\n\nBefore/after pictures:\n\nhttps://www.dropbox.com/sh/4t4r5d0l69v8jsq/AAC30ZOsiq_4_eBhjdk0w09ma?dl=0","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/5d7322dfc53175a48421b3aeda83090816ef71fa"},{"sha":"aea4d65abd9f0f68ac921ffe0196dcd030c10ee0","author":{"name":"nockawa","email":"6ad9adbece7129b20a4f3163f86c635d808fd0b5@outlook.com"},"message":"Canvas2D Fix: spread of Opacity and Render Mode is now correct","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/aea4d65abd9f0f68ac921ffe0196dcd030c10ee0"},{"sha":"7c58d29515472fa5c4d4b63a77cbd96f48faf15e","author":{"name":"Loïc Baumann","email":"6ad9adbece7129b20a4f3163f86c635d808fd0b5@outlook.com"},"message":"Merge pull request #1341 from nockawa/master\n\nCanvas2D Fix: spread of Opacity and Render Mode is now correct","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/7c58d29515472fa5c4d4b63a77cbd96f48faf15e"},{"sha":"2bbb4fad8335d54a1fe425edce06bfacbf242900","author":{"name":"=","email":"e2a77fa181a6e978d25c58dc36415a3b755fbe29"},"message":"Try to handle Alpha test with png","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/2bbb4fad8335d54a1fe425edce06bfacbf242900"},{"sha":"0d688f398597eb0ee229c9aa9de1191e09f72f21","author":{"name":"David Catuhe","email":"34cb3fcf8b18738594346d81d4e0d6858e86b374@live.fr"},"message":"Merge pull request #1342 from sebavan/UnityAlphaFix\n\nTry to handle Alpha test with png","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/0d688f398597eb0ee229c9aa9de1191e09f72f21"},{"sha":"8eea1e484f8a8d4ef6b008abf866cbe176662f9e","author":{"name":"László Matuska","email":"616e881177e53541ea47e5917a60deb2554e079d@bitofgold.com"},"message":"Combining baked and dynamic shadows nicely (lightmap)\n\nhttps://www.bitofgold.com/lightmaptest/\n\nA little demonstration to show what is wrong with the previous ligthmap\ncalculation - no ambient lighting, no other light, no specular\nhighlights.\n\nDoes not break the previous lightmap calculation.\n\nmaterial.lightmapTexture needs to be set to activate light map.\n\nlight.lightmapExcluded\nif true, gets de diffuse lighting from the light map. adds specular\nhighlights mixed widh baked and dynamic shadows.\n\nif false, lightmap calculation is not affected. (\"Old\" lightmap,\nmaterial.useLightmapAsShadowmap works as before (simply multiplying\ncolor.rgb after composition). Does not look right.)\n\nlight.lightmapNoSpecular\nif true, does not even calculate the light functions, only the baked\nlightmap + dynamic shadow. (no specular then from this light, only the\nbaked diffuse)","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/8eea1e484f8a8d4ef6b008abf866cbe176662f9e"},{"sha":"aaabe8c1dad7e24f298e42eaa49434b6c4545bde","author":{"name":"László Matuska","email":"616e881177e53541ea47e5917a60deb2554e079d@bitofgold.com"},"message":"Merge pull request #1 from BitOfGold/lightmapsexcluded\n\nCombining baked and dynamic shadows nicely (lightmap)","distinct":true,"url":"https://api.github.com/repos/enricostara/Babylon.js/commits/aaabe8c1dad7e24f298e42eaa49434b6c4545bde"}]}
{"actor":{"display_login":"enricostara"}}