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[unity] Updated changelog entries of Unity 4.1-beta section. Added two missing lines and reordered lines to list 4.1-beta-only changes before those common to 4.0 and 4.1-beta.

Harald Csaszar 3 жил өмнө
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ed1052320b
1 өөрчлөгдсөн 4 нэмэгдсэн , 2 устгасан
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      CHANGELOG.md

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CHANGELOG.md

@@ -69,11 +69,13 @@
 * **Officially supported Unity versions are 2017.1-2021.1**.
 
 * **Additions**
-  * `BoneFollower` and `BoneFollowerGraphic` now provide an additional `Follow Parent World Scale` parameter to allow following simple scale of parent bones (rotated/skewed scale can't be supported). 
   * `SpineAtlasAsset.CreateRuntimeInstance` methods now provide an optional `newCustomTextureLoader` parameter (defaults to `null`) which can be set to e.g. `(a) => new YourCustomTextureLoader(a)` to use your own `TextureLoader` subclass instead of `MaterialsTextureLoader`.
-  * Improved `Advanced - Fix Prefab Override MeshFilter` property for `SkeletonRenderer` (and subclasses`SkeletonAnimation` and `SkeletonMecanim`), now providing an additional option to use a global value which can be set in `Edit - Preferences - Spine`.
   * `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic` now provide an Inspector parameter `Advanced` - `Animation Update` with modes `In Update` **(previous behaviour, the default)**, `In FixedUpdate` and `Manual Update`. This allows to update animation in `FixedUpdate` when using the `SkeletonRootMotion` component (which is the recommended combination now, issuing a warning otherwise). The reason is that when root motion leads to a collision with a physics collider, it can introduce jittery excess movement when updating animation in `Update` due to more `Update` calls following a single `FixedUpdate` call.
   * Added `SkeletonRootMotion` properties `PreviousRigidbodyRootMotion` and `AdditionalRigidbody2DMovement`. Setting or querying these movement vectors can be necessary when multiple scripts call `Rigidbody2D.MovePosition` on the same object where the last call overwrites the effect of preceding ones.
+  * `BoneFollower` and `BoneFollowerGraphic` now provide an additional `Follow Parent World Scale` parameter to allow following simple scale of parent bones (rotated/skewed scale can't be supported).
+  * Improved `Advanced - Fix Prefab Override MeshFilter` property for `SkeletonRenderer` (and subclasses`SkeletonAnimation` and `SkeletonMecanim`), now providing an additional option to use a global value which can be set in `Edit - Preferences - Spine`.
+  * Timeline naming improvements: `Spine AnimationState Clip` Inspector parameter `Custom Duration` changed and inverted to `Default Mix Duration` for more clarity. Shortened all Timeline add track menu entries from: `Spine.Unity.Playables - <track type>` to `Spine - <track type>`, `Spine Animation State Track` to `SkeletonAnimation Track`, `Spine AnimationState Graphic Track` to `SkeletonGraphic Track`, and `Spine Skeleton Flip Track` to `Skeleton Flip Track`.
+  * Timeline track appearance and Inspector: Tracks now show icons and track colors to make them easier to distinguish. When a Track is selected, the Inspector now shows an editable track name which was previously only editable at the Timeline asset.
   * Added example component `SkeletonRenderTexture` to render a `SkeletonRenderer` to a `RenderTexture`, mainly for proper transparency. Added an example scene named `RenderTexture FadeOut Transparency` that demonstrates usage for a fadeout transparency effect.
   * Added another fadeout example component named `SkeletonRenderTextureFadeout` which takes over transparency fadeout when enabled. You can use this component as-is, attach it in disabled state and enable it to start a fadeout effect.