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Consider texture arrays for directional shadow cascades instead of a 2x2 atlas
area: graphicsGraphics related issueGraphics related issueStatus: Open.#9442 In playcanvas/engine;Decide where StandardMaterial ambientSH lives once light probes exist (last value outside the material uniform buffer)
area: graphicsGraphics related issueGraphics related issueenhancementRequest for a new featureRequest for a new featureStatus: Open.#9407 In playcanvas/engine;feat(graphics): adopt WGSL buffer_view once every WebGPU browser ships it
area: graphicsGraphics related issueGraphics related issueStatus: Open.#9389 In playcanvas/engine;feat(graphics): adopt WGSL swizzle_assignment once every WebGPU browser ships it
area: graphicsGraphics related issueGraphics related issueStatus: Open.#9388 In playcanvas/engine;- Status: Open.#9373 In playcanvas/engine;
glTF skins bound per Mesh and deduplicated by joint names break RecursiveSkeletons and shared-skin models
area: graphicsGraphics related issueGraphics related issueV3Work for V3 engineWork for V3 engineStatus: Open.#9367 In playcanvas/engine;- Status: Open.#9335 In playcanvas/engine;
V3: remove six-cubemap prefiltered IBL input (prefilteredCubemaps / skyboxPrefilteredN)
area: graphicsGraphics related issueGraphics related issueenhancementRequest for a new featureRequest for a new featureV3Work for V3 engineWork for V3 engineStatus: Open.#9325 In playcanvas/engine;- Status: Open.#9324 In playcanvas/engine;
- Status: Open.#9314 In playcanvas/engine;
Font rendering regression
area: uiUI related issueUI related issueStatus: Open.- Status: Open.#9297 In playcanvas/engine;