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base repository: playcanvas/engine
base: v2.19.6
head repository: playcanvas/engine
compare: v2.19.7
- 6 commits
- 15 files changed
- 4 contributors
Commits on Jun 5, 2026
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fix(scripts): remove inline {@link} from camera-frame LUT attribute d…
…escription (#8849) The CameraFrame script fails to parse in the Editor after the dual-LUT change (#8749). The texture2 attribute description contained an inline JSDoc {@link ColorLUT#blend} tag. When a JSDoc summary contains {@link}, TypeScript represents the comment as a NodeArray of comment nodes rather than a plain string. The attribute parser stores this verbatim as the attribute description, and because those nodes carry circular parent references, serializing the parsed schema throws 'Converting circular structure to JSON' - surfacing as an Editor parse error even though the program itself parses without error. Replace the inline link with plain prose so the description stays a string and the schema serializes cleanly. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
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Fix XrNavigation NaN rig corruption on gamepads without thumbstick ax…
…es (#8850) XrNavigation reads thumbstick input from gamepad.axes[2]/[3] (the WebXR xr-standard mapping). Apple Vision Pro hand-tracking input sources expose a gamepad with an empty axes array, so those reads return undefined and -undefined is NaN. The smooth-turn guard 'Math.abs(turn) <= threshold' does not catch NaN (NaN comparisons are always false), so the NaN flowed into rotateLocal and corrupted the camera rig transform to NaN permanently. Splats still submitted but projected to NaN, leaving the scene blank in VR on AVP while head tracking worked. Controller headsets (Quest) report real axes and were unaffected. Skip input sources whose gamepad does not expose thumbstick axes (axes.length < 4) in handleSmoothLocomotion and handleSnapVertical. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
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Commits on Jun 8, 2026
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fix(shader): select scene depth decode via CAPS_TEXTURE_FLOAT_RENDERA…
…BLE (#8856) Materials sampling scene depth via screenDepthPS decoded it in the wrong format on textureFloatRenderable devices. The prepass allocates the linear depth texture as R32F when device.textureFloatRenderable (packed RGBA8 otherwise), but the chunk's decode was gated by a separate SCENE_DEPTHMAP_FLOAT define that the material path never set. Select the decode in the chunk from the global CAPS_TEXTURE_FLOAT_RENDERABLE define instead, so the texture format and the shader decode share a single source of truth. Removes SCENE_DEPTHMAP_FLOAT and the device branch (and unused device param) from addScreenDepthChunkDefines, and updates its four callers. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
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#8833 fix: ensure dof effect is resolution independent (#8834)
* #8833 fix: ensure dof effect is resolution independent * Update src/extras/render-passes/frame-pass-dof.js * Update src/extras/render-passes/render-pass-dof-blur.js * fix: remove duplicate invReferenceHeight declaration A suggestion was applied one line off, leaving the original invReferenceHeight declaration in place alongside the guarded one, breaking the build. Remove the duplicate and keep the reference-height guard. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Martin Valigursky <59932779+mvaligursky@users.noreply.github.com> Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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Commits on Jun 11, 2026
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Commits on Jun 12, 2026
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Martin Valigursky committed
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