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@@ -64,13 +64,20 @@
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* Disabled generation of collision meshes by `SkeletonRendererComponent`. Both `ProceduralMeshComponent` and `RuntimeMeshComponent` have a bug that generates a new PhysiX file every frame per component. Users are advised to add a separate collision shape to the root scene component of an actor instead.
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* Using UE4 `FMemory` allocator by default.
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-## C#
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+## C# ##
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* **Breaking changes**
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* The completion event will fire for looped 0 duration animations every frame.
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* **Additions**
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* Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#MixBlend = MixBlend.add` on each track. To specify the blend percentage, set `TrackEntry#Alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
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### Unity
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+* **Runtime and Editor, and Assembly Definition** Files and folders have been reorganized into "Runtime" and "Editor". Each of these have an `.asmdef` file that defines these separately as their own assembly in Unity. For projects not using assembly definition, you may delete the `.asmdef` files. These assembly definitions will be ignored by older versions of Unity that don't support it.
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+ * In this scheme, the entirety of the base spine-csharp runtime is inside the "Runtime" folder, to be compiled in the same assembly as spine-unity so they can continue to share internal members.
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+* **SkeletonAnimator is now SkeletonMecanim** The Spine-Unity Mecanim-driven component `SkeletonAnimator` has been renamed `SkeletonMecanim` to make it more autocomplete-friendly and more obvious at human-glance. The .meta files and guids should remain intact so existing projects and prefabs should not break. However, user code needs to be updated to use `SkeletonMecanim`.
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+* **SpineAtlasAsset** The existing `AtlasAsset` type has been renamed to `SpineAtlasAsset` to signify that it specifically uses a Spine/libGDX atlas as its source. Serialization should be intact but user code will need to b eupdated to refer to existing atlases as `SpineAtlasAsset`.
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+ * **AtlasAssetBase** `SpineAtlasAsset` now has an abstract base class called `SpineAtlasAsset`. This is the base class to derive when using alternate atlas sources. Existing SkeletonDataAsset field "atlasAssets" now have the "AtlasAssetBase" type. Serialization should be intact, but user code will need to be updated to refer to the atlas assets accordingly.
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+ * This change is in preparation for alternate atlas options such as Unity's SpriteAtlas.
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+
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### XNA/MonoGame
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* Added support for any `Effect` to be used by `SkeletonRenderer`
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* Added support for `IVertexEffect` to modify vertices of skeletons on the CPU. `IVertexEffect` instances can be set on the `SkeletonRenderer`. See example project.
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