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Version update 8.33.2
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.build/changelog.json

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{
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"fromTag": "8.33.0",
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"fromTag": "8.33.1",
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"changelog": {
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"8.33.2": [
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{
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"pr": "17340",
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"title": "QuaternionPropertyLine bug fix",
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"description": "- Don't send 'rad' for units\r\n- Ensure udpated when props.value changes",
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"author": {
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"name": "georginahalpern",
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"url": "https://github.com/georginahalpern"
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},
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"files": [
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"packages/dev/sharedUiComponents/src/fluent/hoc/propertyLines/vectorPropertyLine.tsx"
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],
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"tags": [
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"bug",
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"inspector",
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"tools"
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]
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},
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{
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"pr": "17334",
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"title": "useLargeWorldRendering on engine enables floatingOrigin and highMatrixPrecision. Add ability to useFloatingOrigin per-scene",
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"description": "This PR solves 2 major bugs in floatingoriginmode. \r\n- Previously I was updating the creationOptions object but that didn't actually update the underlying performanceConfigurator's precision, so we were getting CPU-side calculation imprecision. \r\n- Additionally, the floatingOriginOffset value was tied to the most recently created scene's active camera, and didn't support multi-scene.\r\n\r\nAfter this change:\r\n- engine creation **useLargeWorldRendering** will both set useHighPrecisionMatrix on engine and set all scenes to useFloatingOrigin upon creation\r\n- scene creation **useFloatingOrigin** can be used instead of the above if user wants only some scenes to useFloatingOrigin (doing this can improve perf for scenes that are not large worlds as we skip matrix offsetting). If this option is used, must be used in conjunction with engine's useHighPrecisionMatrix to achieve full precision)\r\n- offset will always be tied to the current rendering scene's active camera\r\n\r\nTested with this playground [#P3E9YP#255 ](https://playground.babylonjs.com/?snapshot=refs/pull/17334/merge#P3E9YP#255)\r\nwhich enables swapping between scenes and testing combinations of floatingOrigin on / off\r\n",
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"author": {
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"name": "georginahalpern",
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"url": "https://github.com/georginahalpern"
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},
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"files": [
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"packages/dev/core/src/Engines/abstractEngine.ts",
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"packages/dev/core/src/Materials/floatingOriginMatrixOverrides.ts",
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"packages/dev/core/src/scene.ts",
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"packages/tools/tests/test/visualization/config.json"
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],
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"tags": [
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"bug",
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"new feature"
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]
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},
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{
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"pr": "17338",
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"title": "FloatingOrigin: fix returned eyePos offset",
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"description": "My change yesterday updated how offset was applied (to improve perf) but accidentally returned the offset eyePos instead of the non-offset eyePos, causing visual inconsistency in floatingoriginmode. \r\n\r\nSide note: the atmosphere visual tests didn't catch this, maybe because the color is too similar? Something to tackle in another PR",
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"author": {
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"name": "georginahalpern",
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"url": "https://github.com/georginahalpern"
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},
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"files": [
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"packages/dev/core/src/scene.ts"
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],
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"tags": [
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"bug"
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]
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}
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],
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"8.33.1": [
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{
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"pr": "17337",

CHANGELOG.md

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# Changelog
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## 8.33.2
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### Core
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- useLargeWorldRendering on engine enables floatingOrigin and highMatrixPrecision. Add ability to useFloatingOrigin per-scene - [_Bug Fix_] by [georginahalpern](https://github.com/georginahalpern) ([#17334](https://github.com/BabylonJS/Babylon.js/pull/17334))
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- FloatingOrigin: fix returned eyePos offset - [_Bug Fix_] by [georginahalpern](https://github.com/georginahalpern) ([#17338](https://github.com/BabylonJS/Babylon.js/pull/17338))
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## 8.33.1
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### Playground

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