Core - 为原生主机添加渲染通道命令流批处理功能 - by [matthargett](https://github.com/matthargett) ([#19075](https://github.com/BabylonJS/Babylon.js/pull/19075)) - 集群光照:sheen 使用了超出作用域的 normalW(引发 WGSL/GLSL 编译错误) - by [increasinglyHuman](https://github.com/increasinglyHuman) ([#19049](https://github.com/BabylonJS/Babylon.js/pull/19049)) - WebGPU:通过时间戳写入获取 GPU 帧时间,并在帧提交后进行读取 - by [enriqxxx](https://github.com/enriqxxx) ([#19066](https://github.com/BabylonJS/Babylon.js/pull/19066)) - 修复 WGSL StandardMaterial 的菲涅尔混合与区域光检测逻辑 - by [RizgarOzan](https://github.com/RizgarOzan) ([#19074](https://github.com/BabylonJS/Babylon.js/pull/19074)) - RenderTargetTexture:在每次渲染通道开始前生成新的渲染 ID - by [enriqxxx](https://github.com/enriqxxx) ([#19073](https://github.com/BabylonJS/Babylon.js/pull/19073)) - WGSL 场景统一缓冲区中的时序视图数据:包含相机历史记录与 TAA 抖动信息 - by [enriqxxx](https://github.com/enriqxxx) ([#19038](https://github.com/BabylonJS/Babylon.js/pull/19038)) - 网格:当网格顶点位置直接复用几何体数据时,不再为每个顶点单独分配 Vector3 - by [enriqxxx](https://github.com/enriqxxx) ([#19065](https://github.com/BabylonJS/Babylon.js/pull/19065)) - KHR_materials_scatter 导入与导出支持 - [_新增功能_] by [MiiBond](https://github.com/MiiBond) ([#18810](https://github.com/BabylonJS/Babylon.js/pull/18810)) - 材质:将管线名称与插件声明保持为扁平字符串格式 - by [enriqxxx](https://github.com/enriqxxx) ([#19060](https://github.com/BabylonJS/Babylon.js/pull/19060)) - 修复 glTF 模型网格的实体粒子缠绕顺序问题 - [_缺陷修复_] by [Popov72](https://github.com/Popov72) ([#19058](https://github.com/BabylonJS/Babylon.js/pull/19058)) - 高斯泼溅(Gaussian Splatting):优化 WebGPU 纹理读取性能,并新增可选的 GPU 深度排序功能 - [_新增功能_] by [CedricGuillemet](https://github.com/CedricGuillemet) ([#19013](https://github.com/BabylonJS/Babylon.js/pull/19013)) - 修复基于当前 Canvas 内嵌 HTML API 的 HtmlTexture 渲染问题 - [_缺陷修复_] by [Popov72](https://github.com/Popov72) ([#19052](https://github.com/BabylonJS/Babylon.js/pull/19052))
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检查器 - 为轻量级检查器(Inspector Lite)添加骨骼、形变与粒子检视功能 - by ryantrem (#19071) - 修复 inspector-v2:当缺失 getClassName 方法时,回退使用“未知类名” - by peda-cos (#18998)
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加载器
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序列化器 - KHR_materials_scatter 导入/导出 - [新增功能],由 MiiBond 实现 (#18810)
- RenderTargetTexture: a fresh render id before each pass - by enriqxxx (#19073)
- Temporal view data in the scene uniform buffer for WGSL: camera history and TAA jitter - by enriqxxx (#19038)
- Meshes: keep no Vector3 per vertex when a mesh's positions are its geometry's - by enriqxxx (#19065)
- KHR_materials_scatter import/export - [New Feature] by MiiBond (#18810)
- Materials: keep pipeline names and plugin declarations as flat strings - by enriqxxx (#19060)
- Fix solid particle winding for glTF model meshes - [Bug Fix] by Popov72 (#19058)
- Gaussian Splatting: fix WebGPU texture fetch performance and add opt-in GPU depth sort - [New Feature] by CedricGuillemet (#19013)
- Fix HtmlTexture rendering with current HTML-in-Canvas APIs - [Bug Fix] by Popov72 (#19052)
Inspector
- Add Inspector Lite skeleton, morph, and particle inspection - by ryantrem (#19071)
- fix(inspector-v2): fall back to Unknown class name when getClassName is absent - by peda-cos (#18998)
Loaders
- KHR_materials_scatter import/export - [New Feature] by MiiBond (#18810)
- Handle omitted glTF morph target attributes - by bghgary (#19064)
- Gaussian Splatting: fix WebGPU texture fetch performance and add opt-in GPU depth sort - [New Feature] by CedricGuillemet (#19013)
