fix: migrate deprecated PCFSoftShadowMap to PCFShadowMap - #11
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PCFSoftShadowMap (2) was deprecated in favor of PCFShadowMap (1), which now applies the same soft filtering. Migrate stale editor configs and project JSONs, update the examples, and add a regression test so old scenes stop emitting the WebGLShadowMap deprecation warning. Generated with Codebuff 🤖 Co-Authored-By: Codebuff <noreply@codebuff.com>
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Software WebGL can take longer than a fixed 1s to draw the first frame for an OffscreenCanvas worker, which made the manual-security suite intermittently fail with a blank-canvas assertion on CI. Poll the screenshot until the scene is visibly rendered before asserting. 🤖 Generated with Codebuff Co-Authored-By: Codebuff <noreply@codebuff.com>
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Summary
PCFSoftShadowMap(2) is deprecated in favor ofPCFShadowMap(1), which now applies the same soft shadow filtering. This removes the runtimeWebGLShadowMap: PCFSoftShadowMap has been deprecatedwarning at every source.Changes
editor/js/Config.js): rewrite staleshadowType: 2saved in localStorage to1on load.editor/js/libs/app.js,editor/js/Menubar.Render.js): newgetShadowMapType()helper migrates2 → 1before applying it to a renderer, covering old/published project JSONs.FOUR.PCFSoftShadowMapwithFOUR.PCFShadowMapin the WebGL manual example and 9 WebGPU examples.test/unit/editor/app.tests.js,test/unit/four.editor.unit.js,test/unit/UnitTestsEditor.html) plustest-unit-editornpm scripts.Verification
npm run test-unit-editor→ 2 passed, 0 failednpx eslintpasses on all changed files