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[Changesets] Pending Releases #364
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This PR was opened by the Changesets release GitHub action. When you're ready to do a release, you can merge this and the packages will be published to npm automatically. If you're not ready to do a release yet, that's fine, whenever you add more changesets to main, this PR will be updated.
Releases
@material-composer/patch-material@0.2.0
Minor Changes
PatchedMaterialMaster
has been renamed toPatchedMaterialRoot
.Patch Changes
render-composer@0.3.0
Minor Changes
RenderPipeline
has been renamed toDefaultRenderPipeline
.Patch Changes
shader-composer@0.5.0
Minor Changes
d504e35: Breaking: The casting helpers (eg.
$vec3()
,$mat3()
etc.) have been renamed tovec3()
,mat3()
etc., and have had their signature changed. Where the old implementations were able to take any number of arguments, the new helpers will only ever take a single argument. (If you want to cast multiple arguments, you can pass an array.)d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:d504e35: Breaking: The core Shader Composer package
@shader-composer/core
no longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar
,CameraNear
,Resolution
etc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/three
package.TODO: example for usage
d504e35: New: Arrays of specific lengths are now automatically casts to vectors and matrices; an array with 2 elements will be rendered as a
vec2
, an array with 3 elements will be rendered as avec3
, and so on.If you want to cast an array to a specific type, you can use the
vec2()
,vec3()
etc. helpers:Or wrap them in full units, like above.
d504e35: Removed Three-specific bits from
UpdateCallback
Patch Changes
@shader-composer/core@0.5.0
Minor Changes
d504e35: Breaking: The casting helpers (eg.
$vec3()
,$mat3()
etc.) have been renamed tovec3()
,mat3()
etc., and have had their signature changed. Where the old implementations were able to take any number of arguments, the new helpers will only ever take a single argument. (If you want to cast multiple arguments, you can pass an array.)d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:4f9903d: Breaking Change:
ShaderMaterialMaster
andCustomShaderMaterialMaster
have been renamed toShaderMaterialRoot
andCustomShaderMaterialRoot
.1e313b5: Added two new units:
FrameTime
andFrameCount
.FrameTime
is a unit that represents the time in seconds since the application started. Most importantly, this value is guaranteed to be stable across the duration of a frame, so it's perfect for synchronizing multiple shaders.FrameCount
provides an integer counter of the number of frames rendered since the start of the application. This, too, is great for synchronizing shaders, and might be better for when you need an auto-increasing integer value instead of a floating point time value.If you need these values in your JavaScript
update
callbacks, you can import the newframe
object and access itstime
andcount
properties.d504e35: Breaking: The core Shader Composer package
@shader-composer/core
no longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar
,CameraNear
,Resolution
etc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/three
package.TODO: example for usage
d504e35: New: Arrays of specific lengths are now automatically casts to vectors and matrices; an array with 2 elements will be rendered as a
vec2
, an array with 3 elements will be rendered as avec3
, and so on.If you want to cast an array to a specific type, you can use the
vec2()
,vec3()
etc. helpers:Or wrap them in full units, like above.
@shader-composer/noise@0.5.0
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:@shader-composer/postprocessing@0.5.0
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:4f9903d: Breaking Change:
PostProcessingEffectMaster
has been renamed toPostProcessingEffectRoot
.@shader-composer/r3f@0.5.0
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:d504e35: Breaking: The core Shader Composer package
@shader-composer/core
no longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar
,CameraNear
,Resolution
etc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/three
package.TODO: example for usage
4f9903d: Breaking Change:
ShaderMaster
has been renamed toShaderRoot
.Patch Changes
@shader-composer/three@0.5.0
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:d504e35: Breaking: The core Shader Composer package
@shader-composer/core
no longer requires Three.js as a peer dependency, and is now ready to be used together with other frameworks (or directly with WebGL.)Since some of the units provided within the standard library require framework-specific code to operate (like
CameraFar
,CameraNear
,Resolution
etc.), glue code needs to be created to use Shader Composer with other frameworks.The Three.js glue code lives in the
@shader-composer/three
package.TODO: example for usage
shader-composer-toybox@0.5.0
Minor Changes
d504e35: Breaking: Shader Composer has received a new package structure! Its code is now spread across multiple smaller packages scoped within the
@shader-composer/*
organization, with the mainshader-composer
package acting as an umbrella package.The user can now choose between either picking the scoped packages they need, or just using the umbrella package, which provides additional entrypoints for specific frameworks and libraries.
Example for working with individual scoped packages:
For convenience, you can also use the
shader-composer
umbrella package. It directly exports most of the functions and units you'll need for building shaders, and provides additional entrypoints for framework-specific functionality:Patch Changes
material-composer@0.2.7
Patch Changes
@material-composer/patched@0.1.4
Patch Changes
material-composer-r3f@0.2.7
Patch Changes
r3f-stage@0.3.6
Patch Changes
vfx-composer@0.4.1
Patch Changes
vfx-composer-r3f@0.4.1
Patch Changes