Releases: nimadez/voxel-builder
Releases · nimadez/voxel-builder
4.5.9
4.5.8
- Babylon.js 7.33.0
- Three-mesh-bvh 0.8.3
- Add more features to Minimal UIX (snapshot, camera and 3D workplane)
- Add a fallback when WebGPU is disabled in the browser
- Fix WebGPU PBR wireframe (wireframe + mesh.renderOutline conflict bug)
- The Reset panel button only resets the menu position (in detach state)
- The startup background was removed (readme: "no loading screens")
4.5.7
- General uix improvement
- Memory and startup time improvement
- Faster and better GPU Probe (WebGPU compatible)
- WebGPU is available for supported devices in Preferences menu
- Fix symmetry and bridge-tool out of bounds error in large scenes
Unsafe WebGPU support
WebGPU has been successfully tested on Chrome stable (Linux)
- Electron is not supported (start with "node server.js" for local access)
- Babylon downloads extra scripts, so it doesn't work offline, or without VPN
- Known Issues:
- Drawing randomly fails and rotate the camera (unknown issue, rapid strokes)
-Wireframe webgpu warnings, effect: invisible meshes (PBR menu)
- Chrome tab may behave strangely and not refresh the page on F5 (mem leak)
- Wacom known issue: this bug has become a breaking webgpu warning- Using WebGPU for production is not recommended Implementation Status
4.5.6
- Babylon 7.32.0
- Three r170
- Fill mesh buffers at build time in a web worker
- Fix neutral picks by dodging more pixels
- Smooth picking at long distances
- New method for "Rect Add" tool (reading pixels instead of BVH raycast)
- Many times faster, no additional latency
- Memory management and flushing
- The new logo was created using Inkscape
- Great and easy to use for vector graphics on Linux
Rectangle tools are strongly dependent on the camera (best in orthographic)
4.5.5
- New "Bridge" tool, make a bridge between two parallel voxels
- The status bar shows re-build latency in milliseconds next to FPS
- Fix symmetry pivot helper not return to local space after set to world
- Fix unable to pick some voxels after deleting them during transform
- Improve the face-normal probe and GPU picking system 💢
- Accuracy, 60 FPS pointermove, no additional latency (e.g. BVH)
- The grid has the ability to snap correctly
📍 If you draw and it doesn't, it means the builder is working, you are drawing faster than your hardware and browser will allow. (latency > 150 ms)
- Also, the FPS depends on many factors, such as the material (CEL is faster) and the distance between the camera and the model. Rendering a dense Thin volume at close range greatly increases GPU load.
4.5.0
- Three.js r169
- Three-mesh-bvh 0.8.1
- Transform gizmo attached to imported voxels
- Exported meshes are not attached to the JSON file (ensuring data safety on save)
- Importing and stacking meshes in the export tab is confusing and removed
- You can export baked meshes or import voxels from baked GLB
- Keeping the exported GLB file means you have the voxel data!
(exported binary file isn't changed, it's raycast magic and slower than JSON)
- Remove quick access buttons from the top bar (prevent accidental touches)
- Fix and update voxel transforms
The new path started with my migration to Linux, an almost ruined playground (SPS engine fallout) that came to life in 20 versions.