| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | < 14 hours ago | 1.1 kB | |
| v20.10.1 source code.tar.gz | < 14 hours ago | 55.9 MB | |
| v20.10.1 source code.zip | < 14 hours ago | 57.0 MB | |
| Totals: 3 Items | 112.9 MB | 0 | |
Fixed
- Rendering: entering a state no longer stalls its first frame compiling the shaders its stage had only started preparing. That frame now waits until they are ready, for at most 1.5s, and
STATE_CHANGEand a transition's reveal come with it, so the reveal plays in full instead of running its course behind the stall - Rendering: the first frame of a scene whose camera uses fog no longer stalls compiling its meshes. The warm-up read the fog of whichever camera drew last, which after a state change is the previous screen's, so it prepared the variant without fog and the first frame then built the fogged one on the spot
- Rendering: a camera's
colorMatrix, and on WebGPU anInstancedMeshand its ground shadow, are now prepared when the stage is built, like every other renderable since 20.10, instead of compiling in the first frame that draws them - WebGL: an
ImageLayerwith a single post effect now draws through it. The layer's repeated image was drawn with the default shader, so the effect did nothing on WebGL while WebGPU applied it
Full Changelog: https://github.com/melonjs/melonJS/compare/20.10.0...20.10.1