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@@ -71,20 +71,24 @@
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* `MeshAttachment.parentMesh` is now a private field to enforce using the `.ParentMesh` setter property in external code. The `MeshAttachment.ParentMesh` property is an appropriate replacement wherever `.parentMesh` was used.
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### Unity
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- * Refactored renderer to work with 3.6 changes.
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+ * Refactored renderer to work with new 3.6 features.
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* **Two color tinting** is currently supported via extra UV2 and UV3 mesh vertex streams. To use Two color tinting, you need to:
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* switch on "Tint Black" under "Advanced...",
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* use the new `Spine/Skeleton Tint Black` shader, or your own shader that treats the UV2 and UV3 streams similarly.
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* **Clipping** is now supported. The SkeletonRenderers switches to slightly slower mesh generation code when clipping so limit your use of `ClippingAttachment`s when using on large numbers of skeletons.
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- * **Icons have been added to SpineAttributeDrawers**. This should make your default inspectors easier to understand at a glance.
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- * **[SpineAttribute(includeNone:false)]** SpineAttributes now have an includeNone optional parameter to specify if you want a none ("") value to be an option in the dropdown menu. Default is `includeNone:true`.
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+ * **[SpineAttribute] Improvements**
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+ * **Icons have been added to SpineAttributeDrawers**. This should make your default inspectors easier to understand at a glance.
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+ * **SpineAttribute dataField** parameter can also now detect sibling fields within arrays and serializable structs/classes.
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+ * **[SpineAttribute(includeNone:false)]** SpineAttributes now have an `includeNone` optional parameter to specify if you want to include or exclude a none ("") value option in the dropdown menu. Default is `includeNone:true`.
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+ * **[SpineAttachment(skinField:"mySkin")]** The SpineAttachment attribute now has a skinField optional parameter to limit the dropdown items to attachments in a specific skin instead of the just default skin or all the skins in SkeletonData.
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* **SkeletonDebugWindow**. Debugging tools have been moved from the SkeletonRenderer and SkeletonUtility component inspectors into its own utility window. You can access "Skeleton Debug" under the `Advanced...` foldout in the SkeletonRenderer inspector, or in SkeletonRenderer's right-click/context menu.
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* **AttachmentTools source material**. `AttachmentTools` methods can now accept a `sourceMaterial` argument to copy material properties from.
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- * The code in the example scripts have been switched over to using properties instead of fields. This is in anticipation of both users who want to move the Spine folders to the Unity Plugins folder (compiled as a different assembly), and of Unity 2017's ability to manually define different assemblies.
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- * **AttachmentTools Skin Extensions**. Using AttachmentTools, you can now add entries by slot name by also providing a skeleton argument. Also `Append(Skin)` and `RemoveAttachment` have been added.
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- * **BoneFollower and SkeletonUtilityBone Add RigidBody Button**. The BoneFollower component inspector will now offer to add a `Rigidbody` or `Rigidbody2D` if it detects a collider of the appropriate type. Having a rigidbody on a moving transform with a collider fits better with the Unity physics systems and prevents excess calculations. It will not detect colliders on child objects so you have to add Rigidbody components manually accordingly.
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- * `AtasRegionAttacher` and `SpriteAttacher` are now part of `Example Modules`, to reflect that they are meant to be used as sample code rather than production.
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- * In the unitypackage, the "spine-csharp" and "spine-unity" folders are now inside a "Spine" folder. This change will only affect fresh imports. Importing the unitypackage to update Spine-Unity in your project will update the appropriate files wherever you have moved them.
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+ * **AttachmentTools Skin Extensions**. Using AttachmentTools, you can now add entries by slot name by also providing a skeleton argument. Also `Append(Skin)`, `RemoveAttachment` and `Clear` have been added.
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+ * **BoneFollower and SkeletonUtilityBone Add RigidBody Button**. The BoneFollower and SkeletonUtilityBone component inspectors will now offer to add a `Rigidbody` or `Rigidbody2D` if it detects a collider of the appropriate type. Having a rigidbody on a moving transform with a collider fits better with the Unity physics systems and prevents excess calculations. It will not detect colliders on child objects so you have to add Rigidbody components manually accordingly.
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+ * **Examples**
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+ * **Examples now use properties**. The code in the example scripts have been switched over to using properties instead of fields to encourage their use for consistency. This is in anticipation of both users who want to move the Spine folders to the Unity Plugins folder (compiled as a different assembly), and of Unity 2017's ability to manually define different assemblies for shorter compilation times.
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+ * **Sample Components**. `AtasRegionAttacher` and `SpriteAttacher` are now part of `Sample Components`, to reflect that they are meant to be used as sample code rather than production. A few other sample components have also been added.
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+ * **Spine folder**. In the unitypackage, the "spine-csharp" and "spine-unity" folders are now inside a "Spine" folder. This change will only affect fresh imports. Importing the unitypackage to update Spine-Unity in your existing project will update the appropriate files however you chose to arrange them, as long as the meta files are intact.
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* ** Breaking changes **
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* The Sprite shaders module was updated to the latest version from the [source](https://github.com/traggett/UnitySpriteShaders/commits/master). Some changes were made to the underlying keyword structure. You may need to review the settings of your lit materials. Particularly, your Fixed Normals settings.
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* The old MeshGenerator classes, interfaces and code in `Spine.Unity.MeshGeneration` are now deprecated. All mesh-generating components now share the class `Spine.Unity.MeshGenerator` defined in `SpineMesh.cs`. MeshGenerator is a serializable class.
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