Gaussian splats just stopped being an addon experiment and became a first-class path in Three.js.
r186 ships the full loop: TSL renderer and loader, glTF import, raycasting on the points, SPZ v4, view-dependent spherical harmonics. Same engine as your meshes, second rendering paradigm inside it.
SunLight with cascaded shadows lands on WebGL and WebGPU. MeshPhysicalMaterial picks up retroreflectivity, the cat-eye bounce for signs and tape. WebGPU/WebXR got the unglamorous fixes that matter in production: XR MSAA, transmission in headset runs, async compute compiles that do not stall the frame.
Housekeeping that will ping your project: Object3D.dispose(), async Renderer.dispose(), and PCFSoftShadowMap is gone. If shadows look wrong after the bump, start there.