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[Changesets] Pending Releases #364

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@github-actions github-actions bot commented Nov 30, 2022

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/[email protected]

Minor Changes

  • 4f9903d: Breaking Change: PatchedMaterialMaster has been renamed to PatchedMaterialRoot.

Patch Changes

  • d504e35: Upgraded to the new version of Shader Composer.

[email protected]

Minor Changes

  • a3356db: Breaking Change: RenderPipeline has been renamed to DefaultRenderPipeline.

Patch Changes

[email protected]

Minor Changes

  • d504e35: Breaking: The casting helpers (eg. $vec3(), $mat3() etc.) have been renamed to vec3(), 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.)

    /* Before: */
    $vec3(1, 2, 3)
    
    /* After: */
    vec3([1, 2, 3])
  • 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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()
  • 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 a vec3, and so on.

    /* Before, and this still works: */
    ScaleAndOffset(value, Vec2([0.5, 0.5]), Vec2([0.5, 0.5]))
    
    /* But now this is also possible: */
    ScaleAndOffset(value, [0.5, 0.5], [0.5, 0.5])

    If you want to cast an array to a specific type, you can use the vec2(), vec3() etc. helpers:

    ScaleAndOffset(value, vec2([0.5, 0.5]), vec2([0.5, 0.5]))

    Or wrap them in full units, like above.

  • d504e35: Removed Three-specific bits from UpdateCallback

Patch Changes

@shader-composer/[email protected]

Minor Changes

  • d504e35: Breaking: The casting helpers (eg. $vec3(), $mat3() etc.) have been renamed to vec3(), 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.)

    /* Before: */
    $vec3(1, 2, 3)
    
    /* After: */
    vec3([1, 2, 3])
  • 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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()
  • 4f9903d: Breaking Change: ShaderMaterialMaster and CustomShaderMaterialMaster have been renamed to ShaderMaterialRoot and CustomShaderMaterialRoot.

  • 1e313b5: Added two new units: FrameTime and FrameCount.

    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 new frame object and access its time and count 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 a vec3, and so on.

    /* Before, and this still works: */
    ScaleAndOffset(value, Vec2([0.5, 0.5]), Vec2([0.5, 0.5]))
    
    /* But now this is also possible: */
    ScaleAndOffset(value, [0.5, 0.5], [0.5, 0.5])

    If you want to cast an array to a specific type, you can use the vec2(), vec3() etc. helpers:

    ScaleAndOffset(value, vec2([0.5, 0.5]), vec2([0.5, 0.5]))

    Or wrap them in full units, like above.

@shader-composer/[email protected]

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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()

@shader-composer/[email protected]

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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()
  • 4f9903d: Breaking Change: PostProcessingEffectMaster has been renamed to PostProcessingEffectRoot.

@shader-composer/[email protected]

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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()
  • 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 to ShaderRoot.

Patch Changes

@shader-composer/[email protected]

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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()
  • 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

[email protected]

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 main shader-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:

    import { compileShader } from "@shader-composer/core"
    import { PSRDNoise3D } from "@shader-composer/noise"
    import setupThree from "@shader-composer/three"
    import { PostProcessingEffectRoot } from "@shader-composer/postprocessing"
    
    setupThree()

    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:

    import { compileShader, PSRDNoise3D } from "shader-composer"
    import setupThree from "shader-composer/three"
    import { PostProcessingEffectRoot } from "shader-composer/postprocessing"
    
    setupThree()

Patch Changes

[email protected]

Patch Changes

@material-composer/[email protected]

Patch Changes

[email protected]

Patch Changes

[email protected]

Patch Changes

[email protected]

Patch Changes

[email protected]

Patch Changes

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codesandbox bot commented Nov 30, 2022

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@github-actions github-actions bot force-pushed the changeset-release/main branch 2 times, most recently from 6b99e28 to 0535078 Compare November 30, 2022 12:18
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vercel bot commented Dec 20, 2022

The latest updates on your projects. Learn more about Vercel for Git ↗︎

Name Status Preview Updated
material-composer-examples 🔄 Building (Inspect) Jan 7, 2023 at 9:04PM (UTC)
r3f-stage-examples 🔄 Building (Inspect) Jan 7, 2023 at 9:04PM (UTC)

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