change log: https://github.com/mrdoob/three.js/releases/tag/r68
If you were expecting this release on May 15th as I promised, sorry about that ^^ There has been quite a bit of refactoring on this cycle in the skinning code and WebGLRenderer itself. It was better to wait for things to be more stable.
As you can see on the change log there is a ton of new bits to play with!
One I would like to highlight is the VRControls and VREffect that eases the process of supporting the new experimental VR HMD being implemented in Firefox and Chrome:
This was contributed by a Mozillian. This cycle also has some improvements from NVIDIA themselves and we already had contributions from Google and Microsoft. Apple next? :P
Another change is that, thanks to , the documentation is now mobile friendly (examples next?). If that wasn't enough, he also added a filter field.
And the last one would be the fact that most of the Raycaster code has been moved to their own objects. This allows anyone to create their own objects with their custom raycast logic.
Following that style, Loader.Handler has been added, which allows adding custom loaders for unsupported file formats (TGA and DDS examples by now).
There are a couple of gotchas on this release though...
1. object1.position = object2.position no longer works
And sadly there is no way (without losing a lot of performance) to warn the user about it. Please change it to:
object1.position.copy( object2.position );
Or, depending on your case:
object2.add( object1 )
You can include this file in your project to find where you're using the old pattern:
2. WebGLRenderer scene graph change
From now on, when using WebGLRenderer, if an object has visible set to false its children won't render. The other renderers already behaved like that.
And that's about it. As always, thanks to all the contributors!