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Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds (new in 3.2.4 glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
You can even store cinematography data so it doesn’t need to be coded directly to the Unity camera you are currently using. As of yet, there is no distributed baking. This basically means you can only bake lightmaps using a single machine. What If You Aren’t Using Unity? Cinemachine Is Especially Ideal for Game Developers.
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ).
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