| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | < 20 hours ago | 1.6 kB | |
| v20.4.0 source code.tar.gz | < 20 hours ago | 42.9 MB | |
| v20.4.0 source code.zip | < 20 hours ago | 43.8 MB | |
| Totals: 3 Items | 86.7 MB | 0 | |
What's Changed
melonJS Team
- Renderer: two caches that never hit, one per backend (#1652) (5ab23f5a7)
- Examples: the 3D examples await their level load (#1651) (398c40f87)
- Level: an async option on load/reload/next/previous, and a microtask deferral (#1647) (6c3cba23f)
- docs: correct how the skills installer places files (#1643) (44dc94480)
- Distance fog: measure the height above the camera in view space (#1645) (23f524a61)
- Lit meshes: take the eye from the view's inverse, not from -Rᵀ·t (#1642) (0b8593b74)
- strip-internal: widen the fast gate, and call the sibling script through pnpm (#1640) (16e302580)
- Docs: stop publishing engine internals, and give the reference its own identity (#1639) (0dbcef036)
- Audio: a sound in the preload could hang the game on a blank screen (#1638) (ab2ee5994)
- Mesh: a transparent pass, so a faded mesh actually fades (#1635) (a570ed056)
- llms.txt: say 2D, 2.5D and 3D in the header too (#1623) (1107d5d38)
- Distance fog: height falloff, so mist pools in low ground (#1634) (10b04cf93)
- Camera3d: distance fog (#1632) (dbe807d27)
- Ground shadows: drain the queue only where the world draw is finished (#1630) (0d7650de1)
- Container: order floating children by depth alone, not by screen position (#1629) (b0a512ee2)
- Mesh: generate normals for lit geometry built without them (#1627) (646bc07a7)
- Mesh: skip the draw at alpha 0 instead of painting it black (#1626) (d37285ef0)
- Mesh: let procedural geometry supply per-vertex colours (#1625) (b71692211)
Full Changelog: https://github.com/melonjs/melonJS/compare/20.3.0...20.4.0