Bugfix: improvements to Inverse Kinematics constraint.
Bugfix: fixed a bug that caused NPE to be raised when armature modifier
was on the mesh that had no vertex groups.
Feature: improved IK algorithm by taking axis locks for bones into
consideration. Also rotation limits, stretch factor and stiffness are
also loaded from the blend file to be used later.
Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer
Fixed initialization issues in ChaseCameraAppState
Better spotlight vs frustum intersection check and with a testcase
fixed typo in MAterialDebugAppState
Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore.
Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out
Fixed a typo in the setSubPixelShift in the FXAA filter that was causing a crash
Feature: added support for subdivision surface modifier.
Bugfix: fixed a bug that caused NPE to be raised when Subsurface
modifier worked on an edge without faces.
A bunch of basic ShaderNodes
Fix texture alpha channel not working on Android due to it premultiplying it by default. Fixes terrain shader.
Feature: added support for creased edges in subdivision surface
modifier.
FilterPostProcessor: Add fallback to RGB8 in case RGB111110F is not supported (OGL2 / ES2 GPUs)
Post processing now works on Android again.
Allow render buffers to use 'Depth' format even if depth textures are not supported.
Fixes post processing on GPUs without depth texture support (e.g. NVIDIA Tegra)
Single pass lighting implementation.
Along with some light shaders refactoring and clean up
 * Move certain render context specific fields from Renderer into RenderContext
 * Don't depend on ContextCapabilities for determining OGL / GLSL versions
 * Use mipmap minification modes only if mipmaps are actually available