docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
|---|---|---|---|---|
// Fullscreen
document.getElementById("renderCanvas").addEventListener("webkitfullscreenchange", function () {
if (document.webkitIsFullScreen) this.goFullPage();
else this.exitFullPage();
}.bind(this), false);
// Message before unload
window.onb... | <mask> for (var i = 0; i < examplesButton.length; i++) {
<mask> examplesButton[i].addEventListener("click", this.removeallOptions);
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * Display children menu of the caller
<mask> */
</s> Playground v4.2 :
- Bug fixes
- New ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/menuPG.js |
var target = evt.target;
if (target.nodeName == "IMG") target = evt.target.parentNode;
var toDisplay = target.querySelector('.toDisplaySub');
| <mask> // If it's in mobile mode, avoid the "mouseenter" bug
<mask> if (evt.type == "mouseenter" && this.navBarMobile.offsetHeight > 0) return;
<mask> this.removeAllSubItems();
<mask>
<mask> var toDisplay = evt.target.querySelector('.toDisplaySub');
<mask> if (toDisplay) {... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/menuPG.js |
<mask> if (toDisplay) {
<mask> toDisplay.style.display = 'block';
<mask>
<mask> if (document.getElementsByClassName('navBarMobile')[0].offsetHeight > 0) {
<mask>
<mask> var topBarHeight = 40;
<mask> var height = toDisplay.children.length * 33;
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/menuPG.js | |
};
/**
* Canvas full page
*/
goFullPage () {
var canvasElement = document.getElementById("renderCanvas");
canvasElement.style.position = "absolute";
canvasElement.style.top = 0;
canvasElement.style.left = 0;
canvasElement.style.zIndex = 100;
... | <mask> this.switchWrapperCanvas.style.display = 'block';
<mask> this.canvasZoneElement.style.width = '50%';
<mask> this.switchWrapperCode.style.display = 'block';
<mask> this.fpsLabelElement.style.display = 'block';
<mask> }
<mask> }; </s> Playground v4.2 :
- Bug fixes
- New cl... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/menuPG.js |
this.compilerTriggerTimeoutID = null;
| <mask> constructor() {
<mask> this.jsEditor = null;
<mask> this.monacoMode = "javascript";
<mask> this.blockEditorChange = false;
<mask>
<mask> this.loadMonaco();
<mask> }
<mask>
<mask> // ACCESSORS
<mask>
</s> Playground v4.2 :
- Bug fixes
- New class f... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/monacoCreator.js |
if (this.monacoMode != "javascript"
&& this.monacoMode != "typescript")
| <mask> get MonacoMode() {
<mask> return this.monacoMode;
<mask> };
<mask> set MonacoMode(mode) {
<mask> if(this.monacoMode != "javascript"
<mask> && this.monacoMode != "typescript")
<mask> console.warn("Error while defining Monaco Mode");
<mask> this.monac... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/monacoCreator.js |
if (this.jsEditor) {
| <mask> * Function to (re)create the editor
<mask> */
<mask> createMonacoEditor() {
<mask> var oldCode = "";
<mask> if(this.jsEditor) {
<mask> oldCode = this.jsEditor.getValue();
<mask> this.jsEditor.dispose();
<mask> }
<mask>
<mask> var ed... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/monacoCreator.js |
utils.setToMultipleID("toJSbutton", "removeClass", "floatLeft");
| <mask> domObj.classList.add("language" + this.scriptLanguage);
<mask> }
<mask> }
<mask> if (this.scriptLanguage == "JS") {
<mask> setToMultipleID("toJSbutton", "removeClass", "floatLeft");
<mask> }
<mask> else if (this.scriptLanguage == "TS"... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/settingsPG.js |
utils.setToMultipleID("toJSbutton", "addClass", "floatLeft");
| <mask> if (this.scriptLanguage == "JS") {
<mask> setToMultipleID("toJSbutton", "removeClass", "floatLeft");
<mask> }
<mask> else if (this.scriptLanguage == "TS") {
<mask> setToMultipleID("toJSbutton", "addClass", "floatLeft");
<mask> }
<mask> };
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/settingsPG.js |
utils.setToMultipleID("darkTheme", "removeClass", "selected");
utils.setToMultipleID("lightTheme", "removeClass", "selected");
| <mask> setTheme(theme) {
<mask> localStorage.setItem("bjs-playground-theme", theme);
<mask> // Get the Monaco theme name.
<mask> // Change the selected button style
<mask> setToMultipleID("darkTheme", "removeClass", "selected");
<mask> setToMultipleID("lightTheme", "rem... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/settingsPG.js |
utils.setToMultipleID("darkTheme", "addClass", "selected");
| <mask> setToMultipleID("darkTheme", "removeClass", "selected");
<mask> setToMultipleID("lightTheme", "removeClass", "selected");
<mask> if (theme == 'dark') {
<mask> this.vsTheme = 'vs-dark';
<mask> setToMultipleID("darkTheme", "addClass", "selected");
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/settingsPG.js |
utils.setToMultipleID("lightTheme", "addClass", "selected");
| <mask> setToMultipleID("darkTheme", "addClass", "selected");
<mask> }
<mask> else {
<mask> this.vsTheme = 'vs';
<mask> setToMultipleID("lightTheme", "addClass", "selected");
<mask> }
<mask>
<mask> this.monacoCreator.createMonacoEditor();
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/settingsPG.js |
this.multipleSize = [1280, 1024, 'Mobile'];
| <mask> class Utils {
<mask> constructor() {
<mask> }
<mask>
<mask> // TO DO - Comment this
<mask> markDirty() {
</s> Playground v4.2 :
- Bug fixes
- New class for zipTool
- Rewriting the index.js in progress [|||| ] 80%
Former-commit-id: 8a8c4c087df9f57dd9f453ccb6c9cfd9be46d3aa </s> remove
... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/utils.js |
this.setToMultipleID("safemodeToggle", "addClass", "checked");
| <mask> markDirty() {
<mask> if (monacoCreator.BlockEditorChange) return;
<mask>
<mask> // setToMultipleID("currentScript", "innerHTML", "Custom");
<mask> setToMultipleID("safemodeToggle", "addClass", "checked");
<mask> // setToMultipleID("minimapToggle", "addClass", "checked")... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/utils.js |
this.setToMultipleID('safemodeToggle', 'innerHTML', 'Safe mode <i class="fa fa-check-square" aria-hidden="true"></i>');
| <mask>
<mask> // setToMultipleID("currentScript", "innerHTML", "Custom");
<mask> setToMultipleID("safemodeToggle", "addClass", "checked");
<mask> // setToMultipleID("minimapToggle", "addClass", "checked"); // Why ?!
<mask> setToMultipleID('safemodeToggle', 'innerHTML', 'Safe mode <... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0889458d6c8ec349ff32c208642c28497a4f6133 | Playground/js/utils.js |
<mask> public get shaderPlatformName(): string {
<mask> return this._shaderPlatformName;
<mask> }
<mask>
<mask> /**
<mask> * Observable raised when a screenshot has been taken
<mask> * Note that a screenshot will be taken only if the observable is not empty!
<mask> */
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Engines/thinEngine.ts | |
<mask> // Force a flush in case we are using a bad OS.
<mask> if (this._badOS) {
<mask> this.flushFramebuffer();
<mask> }
<mask>
<mask> if (this.onScreenshotObservable.hasObservers()) {
<mask> const observers = this.onScreenshotObservable.observers;
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Engines/thinEngine.ts | |
public scope: any = null) {
| <mask> public mask: number,
<mask> /**
<mask> * Defines the current scope used to restore the JS context
<mask> */
<mask> public scope: any = null,
<mask> /**
<mask> * Defines custom data attached to this observer
<mask> */
<mask> publ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Misc/observable.ts |
public add(callback: (eventData: T, eventState: EventState) => void, mask: number = -1, insertFirst = false, scope: any = null, unregisterOnFirstCall = false): Nullable<Observer<T>> {
| <mask> * @param scope optional scope for the callback to be called from
<mask> * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
<mask> * @returns the new observer created for the callback
<mask> */
<mask> public add(callback: (eventDat... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Misc/observable.ts |
var observer = new Observer(callback, mask, scope);
| <mask> if (!callback) {
<mask> return null;
<mask> }
<mask>
<mask> var observer = new Observer(callback, mask, scope, customData);
<mask> observer.unregisterOnNextCall = unregisterOnFirstCall;
<mask>
<mask> if (insertFirst) {
<mask> this._observ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Misc/observable.ts |
public addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>> {
return this.add(callback, undefined, undefined, undefined, true);
| <mask> * Create a new Observer with the specified callback and unregisters after the next notification
<mask> * @param callback the callback that will be executed for that Observer
<mask> * @returns the new observer created for the callback
<mask> */
<mask> public addOnce(callback: (eventDa... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Misc/observable.ts |
engine.onEndFrameObservable.addOnce(async () => {
let data = engine.readPixels(0, 0, width, height);
if ((data as Uint8Array).byteLength === undefined) {
data = await data;
}
data = data as Uint8Array;
| <mask> // Read the contents of the framebuffer
<mask> var numberOfChannelsByLine = width * 4;
<mask> var halfHeight = height / 2;
<mask>
<mask> engine.onScreenshotObservable.addOnce((data) => {
<mask> // TODO WEBGPU Would be better to test ThinEngine.Features.framebuff... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Misc/tools.ts |
<mask> context.putImageData(imageData, 0, 0);
<mask>
<mask> Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
<mask> }
<mask> }, {
<mask> width, height
<mask> });
<mask> }
<mask>
<mask> /**
<mask> * Co... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0a37a571f852fb71d09e09b12775b53f8064bfb2 | src/Misc/tools.ts | |
- task: PublishTestResults@2
condition: succeededOrFailed()
inputs:
testRunner: JUnit
testResultsFiles: '.temp/testResults/UnitTests.xml' | <mask> workingDirectory: Tools/Gulp
<mask> displayName: 'Unit Tests'
<mask> - script: |
<mask> export DISPLAY=:99
<mask> Xvfb :99 -screen 0 1024x768x24 > /dev/null 2>&1 &
<mask> sleep 3 # give xvfb some time to start
<mask> gulp tests-validation-virtualscreen
<mask> working... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0abc77d1550b510d4af511fd72472c7695cbbd50 | azure-pipelines.yml |
"karma": "^4.0.1", | <mask> "gulp-replace": "~1.0.0",
<mask> "gulp-tslint": "^8.1.3",
<mask> "gulp-typedoc": "^2.2.1",
<mask> "gulp-typescript": "4.0.2",
<mask> "karma": "^3.1.1",
<mask> "karma-browserstack-launcher": "^1.4.0",
<mask> "karma-chai": "^0.1.0",
<mask> "ka... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0abc77d1550b510d4af511fd72472c7695cbbd50 | package.json |
"karma-junit-reporter": "^1.2.0", | <mask> "karma-chai": "^0.1.0",
<mask> "karma-chrome-launcher": "^2.2.0",
<mask> "karma-firefox-launcher": "^1.1.0",
<mask> "karma-mocha": "^1.3.0",
<mask> "karma-sinon": "^1.0.5",
<mask> "merge2": "~1.2.2",
<mask> "mini-css-extract-plugin": "^0.4.1",
<mask... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0abc77d1550b510d4af511fd72472c7695cbbd50 | package.json |
<mask> "webpack-dev-server": "^3.1.14",
<mask> "webpack-stream": "5.0.0",
<mask> "xhr2": "^0.1.4"
<mask> }
<mask> } </s> unit tests results
Former-commit-id: 498daa3659a8a2cbe7ad446c64e9d95f0fb4aedd </s> remove "karma": "^3.1.1",
</s> add "karma": "^4.0.1", | [
"keep",
"keep",
"keep",
"keep",
"replace"
] | https://github.com/BabylonJS/Babylon.js/commit/0abc77d1550b510d4af511fd72472c7695cbbd50 | package.json | |
reporters: ['progress', 'junit'],
junitReporter: {
outputDir: '.temp/testResults', // results will be saved as $outputDir/$browserName.xml
outputFile: 'UnitTests.xml', // if included, results will be saved as $outputDir/$browserName/$outputFile
suite: 'Unit Test... | <mask> logLevel: config.LOG_INFO,
<mask>
<mask> browsers: ['ChromeHeadless']
<mask> })
<mask> }
</s> unit tests results
Former-commit-id: 498daa3659a8a2cbe7ad446c64e9d95f0fb4aedd </s> remove } </s> add </s> remove "karma": "^3.1.1",
</s> add "karma": "^4.0.1", | [
"keep",
"add",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0abc77d1550b510d4af511fd72472c7695cbbd50 | tests/unit/karma.conf.js |
@serialize()
public animationParameters: Vector4;
| <mask>
<mask> /**
<mask> * The animation parameters for the mesh. See setAnimationParameters()
<mask> */
<mask> @serialize()
<mask> public animationParameters: Vector4;
<mask>
<mask> /**
<mask> * The time counter, to pick the correct animation frame.
<mask> */
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0bd540916650f550db1c487e71888138d80da4ec | src/BakedVertexAnimation/bakedVertexAnimationManager.ts |
@serialize()
public time = 0;
| <mask>
<mask> /**
<mask> * The time counter, to pick the correct animation frame.
<mask> */
<mask> @serialize()
<mask> public time = 0;
<mask>
<mask> /**
<mask> * Creates a new BakedVertexAnimationManager
<mask> * @param scene defines the current scene
<mask> */
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0bd540916650f550db1c487e71888138d80da4ec | src/BakedVertexAnimation/bakedVertexAnimationManager.ts |
this.animationParameters = new Vector4(0, 0, 0, 30);
| <mask> constructor(scene: Scene) {
<mask> this._scene = scene;
<mask> }
<mask>
<mask> /** @hidden */
<mask> public _markSubMeshesAsAttributesDirty(): void {
</s> fixes crash with no default value
Former-commit-id: fc163606c35dfee97c23c09c8c4090ae6bb30c49 </s> remove @serialize()
... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0bd540916650f550db1c487e71888138d80da4ec | src/BakedVertexAnimation/bakedVertexAnimationManager.ts |
// effect.setVector4("bakedVertexAnimationSettings", this.animationParameters);
| <mask> );
<mask> effect.setFloat("bakedVertexAnimationTime", this.time);
<mask>
<mask> if (!useInstances) {
<mask> effect.setVector4("bakedVertexAnimationSettings", this.animationParameters);
<mask> }
<mask>
<mask> effect.setTexture("bakedVertexAnimationText... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0bd540916650f550db1c487e71888138d80da4ec | src/BakedVertexAnimation/bakedVertexAnimationManager.ts |
/** Indicates that the engine supports sprite instancing */
supportSpriteInstancing: boolean;
| <mask>
<mask> /** Indicates that the engine supports render passes */
<mask> supportRenderPasses: boolean;
<mask>
<mask> /** @hidden */
<mask> _collectUbosUpdatedInFrame: boolean;
<mask> }
</s> Fix babylon native sprites (#12819)
* fix native sprites
* Babylon Native Sprites
Former-commi... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0c46d7ccb750221510a76ffb3d254879614a2425 | packages/dev/core/src/Engines/engineFeatures.ts |
supportSpriteInstancing: false,
| <mask> needToAlwaysBindUniformBuffers: false,
<mask> supportRenderPasses: true,
<mask> _collectUbosUpdatedInFrame: false,
<mask> };
<mask>
<mask> Tools.Log("Babylon Native (v" + Engine.Version + ") launched");
<mask>
</s> Fix babylon native sprites (#12819)
... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0c46d7ccb750221510a76ffb3d254879614a2425 | packages/dev/core/src/Engines/nativeEngine.ts |
supportSpriteInstancing: false,
| <mask> needShaderCodeInlining: false,
<mask> needToAlwaysBindUniformBuffers: false,
<mask> supportRenderPasses: true,
<mask> _collectUbosUpdatedInFrame: false,
<mask> };
<mask>
<mask> Logger.Log(`Babylon.js v${Engine.Version} - Null engine`);
<mas... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0c46d7ccb750221510a76ffb3d254879614a2425 | packages/dev/core/src/Engines/nullEngine.ts |
supportSpriteInstancing: true,
| <mask> needShaderCodeInlining: false,
<mask> needToAlwaysBindUniformBuffers: false,
<mask> supportRenderPasses: false,
<mask> _collectUbosUpdatedInFrame: false,
<mask> };
<mask> }
<mask>
</s> Fix babylon native sprites (#12819)
* fix native sprites
... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0c46d7ccb750221510a76ffb3d254879614a2425 | packages/dev/core/src/Engines/thinEngine.ts |
supportSpriteInstancing: true,
| <mask> needShaderCodeInlining: true,
<mask> needToAlwaysBindUniformBuffers: true,
<mask> supportRenderPasses: true,
<mask> _collectUbosUpdatedInFrame: false,
<mask> };
<mask> }
<mask>
</s> Fix babylon native sprites (#12819)
* fix native sprites
*... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0c46d7ccb750221510a76ffb3d254879614a2425 | packages/dev/core/src/Engines/webgpuEngine.ts |
this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;
| <mask> this._capacity = capacity;
<mask> this._epsilon = epsilon;
<mask>
<mask> this._engine = engine;
<mask> this._useInstancing = engine.getCaps().instancedArrays;
<mask> this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0c46d7ccb750221510a76ffb3d254879614a2425 | packages/dev/core/src/Sprites/spriteRenderer.ts |
if (!this._vertexBuffers) {
if (this._delayInfo) {
return this._delayInfo.indexOf(kind) !== -1;
}
return false;
| <mask> return this._vertexBuffers[kind];
<mask> };
<mask>
<mask> BABYLON.Mesh.prototype.isVerticesDataPresent = function (kind) {
<mask> if (!this._vertexBuffers && this._delayInfo) {
<mask> return this._delayInfo.indexOf(kind) !== -1;
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Babylon/Mesh/babylon.mesh.js |
BABYLON.ParticleSystem.prototype.forceDepthWrite = false;
| <mask> BABYLON.ParticleSystem.prototype.onDispose = null;
<mask>
<mask> BABYLON.ParticleSystem.prototype.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
<mask>
<mask> // Methods
<mask> BABYLON.ParticleSystem.prototype.isAlive = function () {
<mask> return this._alive;
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Babylon/Particles/babylon.particleSystem.js |
if (this.forceDepthWrite) {
this.setDepthWrite(true);
}
| <mask> engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
<mask> }
<mask> engine.draw(true, 0, this.particles.length * 6);
<mask> engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
<mask>
<mask> return this.particles.length;
</s> New particleSystem.forceDepthWrite
New... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Babylon/Particles/babylon.particleSystem.js |
mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
| <mask> mesh.visibility = parsedMesh.visibility;
<mask> }
<mask>
<mask> mesh.checkCollisions = parsedMesh.checkCollisions;
<mask>
<mask> // Parent
<mask> if (parsedMesh.parentId) {
<mask> mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Babylon/Tools/babylon.sceneLoader.js |
// Flat shading
if (mesh._shouldGenerateFlatShading) {
mesh.convertToFlatShadedMesh();
delete mesh._shouldGenerateFlatShading;
}
| <mask> mesh.computeWorldMatrix(true);
<mask>
<mask> var scene = mesh.getScene();
<mask> if (scene._selectionOctree) {
<mask> scene._selectionOctree.addMesh(mesh);
<mask> }
<mask> },
</s> New particleSystem.forceDepthWrite
New custom parame... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Babylon/Tools/babylon.sceneLoader.js |
// Local animations
if (target.animations) {
for (var index = 0; index < this._activeAnimatables.length; index++) {
if (this._activeAnimatables[index].target === target) {
this._activeAnimatables.splice(index, 1);
return;
... | <mask>
<mask> };
<mask>
<mask> BABYLON.Scene.prototype.stopAnimation = function (target) {
<mask> for (var index = 0; index < this._activeAnimatables.length; index++) {
<mask> if (this._activeAnimatables[index].target === target) {
<mask> this._activeAnimatables.spli... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Babylon/babylon.scene.js |
Export_babylon.write_bool(file_handler, "useFlatShading", object.data.useFlatShading)
| <mask> Export_babylon.write_vectorScaled(file_handler, "rotation", rot.to_euler("XYZ"), -1)
<mask> Export_babylon.write_vector(file_handler, "scaling", scale)
<mask> Export_babylon.write_bool(file_handler, "isVisible", object.is_visible(scene))
<mask> Export_babylon.write_bool(file_h... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Exporters/Blender/io_export_babylon.py |
bpy.types.Mesh.useFlatShading = BoolProperty(
name="Use Flat Shading",
default = False)
| <mask> return {'FINISHED'}
<mask>
<mask> # UI
<mask> bpy.types.Mesh.checkCollisions = BoolProperty(
<mask> name="Check Collisions",
<mask> default = False)
<mask>
<mask> bpy.types.Mesh.castShadows = BoolProperty(
</s> New particleSystem.forceDepthWrite
New custom parameter for activating... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Exporters/Blender/io_export_babylon.py |
if isMesh:
layout.prop(ob.data, 'useFlatShading')
| <mask> isMesh = isinstance(ob.data, bpy.types.Mesh)
<mask> isCamera = isinstance(ob.data, bpy.types.Camera)
<mask> isLight = isinstance(ob.data, bpy.types.Lamp)
<mask>
<mask> if isMesh:
<mask> layout.prop(ob.data, 'checkCollisions')
<mask> lay... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0cdb266f43a89c48a33856bde2c745664f7eafc0 | Exporters/Blender/io_export_babylon.py |
private static _lightRadiuses = [1, 1, 1, 1]; | <mask> private static _scaledAlbedo = new Color3();
<mask> private static _scaledReflectivity = new Color3();
<mask> private static _scaledEmissive = new Color3();
<mask> private static _scaledReflection = new Color3();
<mask>
<mask> public static BindLights(scene: Scene, ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/babylon.pbrMaterial.ts |
this._lightRadiuses[lightIndex] = light.radius; | <mask>
<mask> if (!light.canAffectMesh(mesh)) {
<mask> continue;
<mask> }
<mask>
<mask> if (light instanceof PointLight) {
<mask> // Point Light
<mask> light.transferToEffect(effect, "vLightData" + ligh... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/babylon.pbrMaterial.ts |
<mask>
<mask> // GAMMA CORRECTION.
<mask> light.diffuse.toLinearSpaceToRef(PBRMaterial._scaledAlbedo);
<mask> PBRMaterial._scaledAlbedo.scaleToRef(light.intensity, PBRMaterial._scaledAlbedo);
<mask>
<mask> light.diffuse.scaleToRef(light.intensity, ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/babylon.pbrMaterial.ts | |
effect.setFloat4("vLightRadiuses", this._lightRadiuses[0],
this._lightRadiuses[1],
this._lightRadiuses[2],
this._lightRadiuses[3]); | <mask> break;
<mask> }
<mask> }
<mask>
<mask> public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {
<mask>
<mask> if (this.checkReadyOnlyOnce) {
<mask> if (this._wasPreviouslyReady) {
</s> Add Light Radius and Invers... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/babylon.pbrMaterial.ts |
"vMicrosurfaceTextureLods", "vLightRadiuses" | <mask> "logarithmicDepthConstant",
<mask> "vSphericalX", "vSphericalY", "vSphericalZ",
<mask> "vSphericalXX", "vSphericalYY", "vSphericalZZ",
<mask> "vSphericalXY", "vSphericalYZ", "vSphericalZX",
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/babylon.pbrMaterial.ts |
uniform vec4 vLightRadiuses; | <mask> uniform vec3 vReflectionColor;
<mask> uniform vec4 vAlbedoColor;
<mask>
<mask> // CUSTOM CONTROLS
<mask> uniform vec4 vLightingIntensity;
<mask> uniform vec4 vCameraInfos;
<mask>
</s> Add Light Radius and Inverse Squared Falloff
Former-commit-id: 2557310be40030ee6f2a0d568d13bf10b0a17936 </s> remove l... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor) | <mask> return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);
<mask> }
<mask>
<mask> // Cook Torance Specular computation.
<mask> vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float alphaG, vec3 specularColor)
<mask> {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
float alphaG = convertRoughnessToAverageSlope(roughness); | <mask>
<mask> // Cook Torance Specular computation.
<mask> vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)
<mask> {
<mask> float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);
<mask> float visibility = smithVi... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
float adjustRoughnessFromLightProperties(float roughness, float lightRadius, float lightDistance)
{
// At small angle this approximation works.
float lightRoughness = lightRadius / lightDistance;
// Distribution can sum.
float totalRoughness = clamp(lightRoughness + roughness, 0., 1.);
return total... | <mask> }
<mask>
<mask> float computeDefaultMicroSurface(float microSurface, vec3 reflectivityColor)
<mask> {
<mask> float kReflectivityNoAlphaWorkflow_SmoothnessMax = 0.95;
<mask>
</s> Add Light Radius and Inverse Squared Falloff
Former-commit-id: 2557310be40030ee6f2a0d568d13bf10b0a17936 </s> remove ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV, float lightRadius) { | <mask> vec3 specular;
<mask> #endif
<mask> };
<mask>
<mask> lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float alphaG, float NdotV) {
<mask> lightingInfo result;
<mask>
<mask> vec3 lightVectorW;... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 lightDirection; | <mask>
<mask> lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float alphaG, float NdotV) {
<mask> lightingInfo result;
<mask>
<mask> vec3 lightVectorW;
<mask> float attenuation = 1.0;
<mask> if ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
float lightDistance;
// Point | <mask> vec3 lightDirection;
<mask> float attenuation = 1.0;
<mask> if (lightData.w == 0.)
<mask> {
<mask> vec3 lightOffset = lightData.xyz - vPositionW;
<mask>
</s> Add Light Radius and Inverse Squared Falloff
Former-commit-id: 2557310be40030ee6f2a0d568d13bf10b0a17936 </s> remo... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 lightOffset = lightData.xyz - vPositionW;
// Inverse squared falloff.
float lightDistanceSquared = dot(lightOffset, lightOffset);
float lightDistanceFalloff = 1.0 / ((lightDistanceSquared + 0.0001) * range);
attenuation = lightDistanceFalloff;
light... | <mask> vec3 lightVectorW;
<mask> float attenuation = 1.0;
<mask> if (lightData.w == 0.)
<mask> {
<mask> vec3 direction = lightData.xyz - vPositionW;
<mask>
<mask> attenuation = max(0., 1.0 - length(direction) / range);
<mask> lightVectorW = normalize(direction);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
// Directional | <mask> lightDistance = sqrt(lightDistanceSquared);
<mask> lightDirection = normalize(lightOffset);
<mask> }
<mask> else
<mask> {
<mask> lightDistance = length(-lightData.xyz);
<mask> lightDirection = normalize(-lightData.xyz);
<mask> }
<mask>
</s> Add Light... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightDistance = length(-lightData.xyz);
lightDirection = normalize(-lightData.xyz); | <mask> lightVectorW = normalize(direction);
<mask> }
<mask> else
<mask> {
<mask> lightVectorW = normalize(-lightData.xyz);
<mask> }
<mask>
<mask> // diffuse
<mask> vec3 H = normalize(viewDirectionW + lightVectorW);
<mask> float NdotL = max(0.00000000001, dot(vNorma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
// Roughness
roughness = adjustRoughnessFromLightProperties(roughness, lightRadius, lightDistance);
| <mask> else
<mask> {
<mask> lightVectorW = normalize(-lightData.xyz);
<mask> }
<mask>
<mask> // diffuse
<mask> vec3 H = normalize(viewDirectionW + lightVectorW);
<mask> float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));
<mask> float VdotH = clamp(0.00000000001, 1... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 H = normalize(viewDirectionW + lightDirection);
float NdotL = max(0.00000000001, dot(vNormal, lightDirection)); | <mask> lightVectorW = normalize(-lightData.xyz);
<mask> }
<mask>
<mask> // diffuse
<mask> vec3 H = normalize(viewDirectionW + lightVectorW);
<mask> float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));
<mask> float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor); | <mask> #ifdef SPECULARTERM
<mask> // Specular
<mask> float NdotH = max(0.00000000001, dot(vNormal, H));
<mask>
<mask> vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, alphaG, specularColor);
<mask> result.specular = specTerm * attenuation;
<mask> #endif
<mask>
<mask> return... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV, float lightRadius) { | <mask>
<mask> return result;
<mask> }
<mask>
<mask> lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float alphaG, float NdotV) {
<mask> lightingInfo result;
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 lightOffset = lightData.xyz - vPositionW;
vec3 lightVectorW = normalize(lightOffset); | <mask>
<mask> lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float alphaG, float NdotV) {
<mask> lightingInfo result;
<mask>
<mask> vec3 direction = lightData.xyz - vPositionW;
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
float cosAngle = max(0.000000000000001, dot(-lightDirection.xyz, lightVectorW));
| <mask> vec3 lightVectorW = normalize(direction);
<mask> float attenuation = max(0., 1.0 - length(direction) / range);
<mask>
<mask> // diffuse
<mask> float cosAngle = max(0.0000001, dot(-lightDirection.xyz, lightVectorW));
<mask> float spotAtten = 0.0;
<mask>
<mask> if (cosAngle >= lig... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
// Inverse squared falloff.
float lightDistanceSquared = dot(lightOffset, lightOffset);
float lightDistanceFalloff = 1.0 / ((lightDistanceSquared + 0.0001) * range);
float attenuation = lightDistanceFalloff;
// Directional falloff.
attenuation *= cosAngl... | <mask>
<mask> if (cosAngle >= lightDirection.w)
<mask> {
<mask> cosAngle = max(0., pow(cosAngle, lightData.w));
<mask> spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
<mask>
<mask> // Diffuse
<mask> vec3 H = normalize(viewDirectionW - light... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
result.diffuse = diffuseTerm * diffuseColor * attenuation; | <mask> float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));
<mask> float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);
<mask>
<mask> float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);
<mask> result.diffuse = diffuseTerm * diffuseCol... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);
result.specular = specTerm * attenuation; | <mask> #ifdef SPECULARTERM
<mask> // Specular
<mask> float NdotH = max(0.00000000001, dot(vNormal, H));
<mask>
<mask> vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, alphaG, specularColor);
<mask> result.specular = specTerm * attenuation * spotAtten;
<mask> #endi... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV, float lightRadius) { | <mask>
<mask> return result;
<mask> }
<mask>
<mask> lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float alphaG, float NdotV) {
<mask> lightingInfo result;
<mask>
<mask> vec3 ligh... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
// Roughness
// Do not touch roughness on hemispheric. | <mask>
<mask> lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float alphaG, float NdotV) {
<mask> lightingInfo result;
<mask>
<mask> vec3 lightVectorW = normalize(lightData.xyz);
<mask>
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 lightVectorW = normalize(lightData.xyz); | <mask> result.diffuse = mix(groundColor, diffuseColor, ndl);
<mask>
<mask> #ifdef SPECULARTERM
<mask> // Specular
<mask> vec3 H = normalize(viewDirectionW + lightVectorW);
<mask> float NdotH = max(0.00000000001, dot(vNormal, H));
<mask> float NdotL = max(0.00000000001, ndl);
<mask> floa... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor); | <mask> float NdotH = max(0.00000000001, dot(vNormal, H));
<mask> float NdotL = max(0.00000000001, ndl);
<mask> float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));
<mask>
<mask> vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, alphaG, specularColor);
<mask> result.s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
// Compute roughness. | <mask>
<mask> // Adapt microSurface.
<mask> microSurface = clamp(microSurface, 0., 1.) * 0.98;
<mask>
<mask> // Compute roughness and average slope.
<mask> float roughness = clamp(1. - microSurface, 0.000001, 1.0);
<mask> float alphaG = convertRoughnessToAverageSlope(roughness);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
<mask> microSurface = clamp(microSurface, 0., 1.) * 0.98;
<mask>
<mask> // Compute roughness and average slope.
<mask> float roughness = clamp(1. - microSurface, 0.000001, 1.0);
<mask> float alphaG = convertRoughnessToAverageSlope(roughness);
<mask>
<mask> // Lighting
<mask> vec3 l... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx | |
lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, roughness, NdotV, vLightRadiuses[0]); | <mask> #ifndef SPECULARTERM
<mask> vec3 vLightSpecular0 = vec3(0.0);
<mask> #endif
<mask> #ifdef SPOTLIGHT0
<mask> lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, roughness, alphaG, NdotV);
<mask> #endif... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, roughness, NdotV, vLightRadiuses[0]); | <mask> #ifdef SPOTLIGHT0
<mask> lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifdef HEMILIGHT0
<mask> lightingInfo info = computeHemisphericLighting(view... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, roughness, NdotV, vLightRadiuses[0]); | <mask> #ifdef HEMILIGHT0
<mask> lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, roughness, alphaG, NdotV);
<mask> #endif
<mask> #if defined(POINTLIGHT0) || defined(DIRLIGHT0)
<mask> lightingInfo info = computeLighting(... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, roughness, NdotV, vLightRadiuses[1]); | <mask> #ifndef SPECULARTERM
<mask> vec3 vLightSpecular1 = vec3(0.0);
<mask> #endif
<mask> #ifdef SPOTLIGHT1
<mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifd... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, roughness, NdotV, vLightRadiuses[1]); | <mask> #ifdef SPOTLIGHT1
<mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifdef HEMILIGHT1
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLigh... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, roughness, NdotV, vLightRadiuses[1]); | <mask> #ifdef HEMILIGHT1
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, roughness, alphaG, NdotV);
<mask> #endif
<mask> #if defined(POINTLIGHT1) || defined(DIRLIGHT1)
<mask> info = computeLighting(viewDirectionW, normalW, v... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, roughness, NdotV, vLightRadiuses[2]); | <mask> #ifndef SPECULARTERM
<mask> vec3 vLightSpecular2 = vec3(0.0);
<mask> #endif
<mask> #ifdef SPOTLIGHT2
<mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifd... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, roughness, NdotV, vLightRadiuses[2]); | <mask> #ifdef SPOTLIGHT2
<mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifdef HEMILIGHT2
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLigh... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, roughness, NdotV, vLightRadiuses[2]); | <mask> #ifdef HEMILIGHT2
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, roughness, alphaG, NdotV);
<mask> #endif
<mask> #if defined(POINTLIGHT2) || defined(DIRLIGHT2)
<mask> info = computeLighting(viewDirectionW, normalW, v... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, roughness, NdotV, vLightRadiuses[3]); | <mask> #ifndef SPECULARTERM
<mask> vec3 vLightSpecular3 = vec3(0.0);
<mask> #endif
<mask> #ifdef SPOTLIGHT3
<mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifd... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, roughness, NdotV, vLightRadiuses[3]); | <mask> #ifdef SPOTLIGHT3
<mask> info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, roughness, alphaG, NdotV);
<mask> #endif
<mask> #ifdef HEMILIGHT3
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLigh... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, roughness, NdotV, vLightRadiuses[3]); | <mask> #ifdef HEMILIGHT3
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, roughness, alphaG, NdotV);
<mask> #endif
<mask> #if defined(POINTLIGHT3) || defined(DIRLIGHT3)
<mask> info = computeLighting(viewDirectionW, normalW, v... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
#else
float alphaG = convertRoughnessToAverageSlope(roughness); | <mask> // Go mat -> blurry reflexion according to microSurface
<mask> #ifndef LODBASEDMICROSFURACE
<mask> float bias = 20. * (1.0 - microSurface);
<mask> #endif
<mask>
<mask> #ifdef REFRACTION
<mask> vec3 refractionVector = normalize(refract(-viewDirectionW, normalW, vRefractionInfos.y));
<mask> ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/materials/pbr/pbr.fragment.fx |
lightRange: 1000,
lightRadius: 0.0000001 | <mask> spotLight: false,
<mask> fog: false,
<mask> skybox: false,
<mask> lightIntensity: 1.0,
<mask> lightRange: 1000
<mask> }
<mask>
<mask> var registeredUIs = {};
<mask> var materialgui;
<mask>
</s> Add Light Radius and Inverse Squared Falloff
Former-commit-id: 2557310be40030ee6f2a0d568d13bf... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | materialsLibrary/test/index.js |
// PBR Properties.
public radius = 0.00001;
| <mask> public excludedMeshes = new Array<AbstractMesh>();
<mask> public excludeWithLayerMask = 0;
<mask>
<mask> public _shadowGenerator: ShadowGenerator;
<mask> private _parentedWorldMatrix: Matrix;
<mask> public _excludedMeshesIds = new Array<string>();
<mask> pu... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | src/Lights/babylon.light.ts |
serializationObject.radius = this.radius;
| <mask> serializationObject.parentId = this.parent.id;
<mask> }
<mask>
<mask> serializationObject.range = this.range;
<mask>
<mask> serializationObject.diffuse = this.diffuse.asArray();
<mask> serializationObject.specular = this.specular.asArray();... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | src/Lights/babylon.light.ts |
if (parsedLight.radius) {
light.radius = parsedLight.radius;
}
| <mask> if (parsedLight.range) {
<mask> light.range = parsedLight.range;
<mask> }
<mask>
<mask> light.diffuse = Color3.FromArray(parsedLight.diffuse);
<mask> light.specular = Color3.FromArray(parsedLight.specular);
<mask>
<mask> if (pa... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d1d2de2464b9c6e4d9659daf35918e324b875b5 | src/Lights/babylon.light.ts |
import { GUIEditor } from "gui-editor/index";
| <mask> import { GUIEditor } from "@tools/gui-editor";
<mask>
<mask> const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
<mask> if (typeof globalObject !== "undefined") {
<mask> (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};
<mask... | [
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d77b19875f55637a0dc10e2c151bf139e4a4206 | packages/tools/babylonServer/src/guiEditor/index.ts |
export * from "gui-editor/index";
| <mask> (<any>globalObject).BABYLON.GuiEditor = GUIEditor;
<mask> (<any>globalObject).GUIEDITOR = GUIEditor;
<mask> }
<mask>
<mask> export * from "@tools/gui-editor";
</s> Watch editors directories correctly
Former-commit-id: dccfcc3f1be223048aa351572a406d6a0971a624 </s> remove export * from "@tools/nod... | [
"keep",
"keep",
"keep",
"keep",
"replace"
] | https://github.com/BabylonJS/Babylon.js/commit/0d77b19875f55637a0dc10e2c151bf139e4a4206 | packages/tools/babylonServer/src/guiEditor/index.ts |
import { NodeEditor } from "node-editor/index";
| <mask> import { NodeEditor } from "@tools/node-editor";
<mask>
<mask> const globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
<mask> if (typeof globalObject !== "undefined") {
<mask> (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};
<ma... | [
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d77b19875f55637a0dc10e2c151bf139e4a4206 | packages/tools/babylonServer/src/nodeEditor/index.ts |
export * from "node-editor/index";
| <mask> (<any>globalObject).BABYLON.NodeEditor = NodeEditor;
<mask> (<any>globalObject).NODEEDITOR = { NodeEditor };
<mask> }
<mask>
<mask> export * from "@tools/node-editor";
</s> Watch editors directories correctly
Former-commit-id: dccfcc3f1be223048aa351572a406d6a0971a624 </s> remove import { NodeEdi... | [
"keep",
"keep",
"keep",
"keep",
"replace"
] | https://github.com/BabylonJS/Babylon.js/commit/0d77b19875f55637a0dc10e2c151bf139e4a4206 | packages/tools/babylonServer/src/nodeEditor/index.ts |
const basePathForTools = path.resolve(__dirname, "../../", "tools");
| <mask>
<mask> module.exports = (env) => {
<mask> const source = env.source || process.env.SOURCE || "dev"; // || "lts";
<mask> const basePathForSources = path.resolve(__dirname, "../../", source);
<mask> const externals = externalsFunction();
<mask> const production = env.mode === "production" ||... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d77b19875f55637a0dc10e2c151bf139e4a4206 | packages/tools/babylonServer/webpack.config.js |
"node-editor": path.resolve(basePathForTools, "nodeEditor", outputDirectoryForAliases),
"gui-editor": path.resolve(basePathForTools, "guiEditor", outputDirectoryForAliases),
| <mask> "shared-ui-components": path.resolve(__dirname, "../../", "dev", "sharedUiComponents", outputDirectoryForAliases),
<mask> "post-processes": path.resolve(basePathForSources, "postProcesses", outputDirectoryForAliases),
<mask> "procedural-textures": path.resolve(b... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0d77b19875f55637a0dc10e2c151bf139e4a4206 | packages/tools/babylonServer/webpack.config.js |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.