It's now possible to create fog with zero density (which makes sense if you want to build shader with fog support, but not yet use fog, in contrast to not having fog in scene at all).
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
Made face flipping heuristics optional, it messes up scenes that are ok.
For scenes that after exporting have objects with flipped normals, original assets can be fixed in Max in a following way:
1. find out problematic objects in Max
1. select all objects
2. set View -> xView to show "Face Orientation"
3. select all object that are fully/mostly green
4. in Utilities apply Reset XForm to selected objects (this will show messed normals also in Max, otherwise they are hidden)
2. fix problematic objects
1. apply Normals => flipNormals modifier to selected object
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
Hope so. At least now hacked face normals correspond to face normals computed from scratch in Geometry.
(If only max didn't have zillion ways how to achieve the same visual results :/. I tracked this flipped normals/faces business down to XForm modifier - it doesn't get collapsed properly when making TriMesh / Editable_mesh snapshots. At least Editable_mesh snapshot differs in way that is exploitable for workaround hack.)
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.
New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).
(doing documentation is indeed turning out to be useful)
Animation.js - fixed scale bugs and removed flattenToArrayOffset
AnimationHandler.js - fixed so keyframes at same time is removed
Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target
SkinnedMesh.update - added flattenToArrayOffset in end of update