[unity] Improved CHANGELOG documentation text. Related to code changes of commit d43b7b0. See #1756.

This commit is contained in:
Harald Csaszar 2020-09-28 14:23:12 +02:00
parent 87c989b258
commit 106250a6c5

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@ -239,7 +239,7 @@
* Added a new `Spine/Outline/OutlineOnly-ZWrite` shader to provide correct outline-only rendering. Note: the shader requires two render passes and is therefore not compatible with URP. The `Spine Examples/Other Examples/Outline Shaders` example scene has been updated to demonstrate the new shader.
* Added `OnMeshAndMaterialsUpdated` callback event to `SkeletonRenderSeparator` and `SkeletonPartsRenderer`. It is issued at the end of `LateUpdate`, before rendering.
* Added `Root Motion Scale X/Y` parameters to `SkeletonRootMotionBase` subclasses (`SkeletonRootMotion` and `SkeletonMecanimRootMotion`). Also providing `AdjustRootMotionToDistance()` and other methods to allow for easy delta compensation. Delta compensation can be used to e.g. stretch a jump to a given distance. Root motion can be adjusted at the start of an animation or every frame via `skeletonRootMotion.AdjustRootMotionToDistance(targetPosition - transform.position, trackIndex);`.
* Now providing a `Canvas Group Tint Black` parameter a `SkeletonGraphic` Inspector in the `Advanced` section. Enable when using Additive blend mode at SkeletonGraphic under a CanvasGroup. Be sure to also have the parameter `CanvasGroup Compatible` enabled at the shader.
* Now providing a `Canvas Group Tint Black` parameter at the `SkeletonGraphic` Inspector in the `Advanced` section. When using the `Spine/SkeletonGraphic Tint Black` shader you can enable this parameter to receive proper blending results when using `Additive` blend mode under a `CanvasGroup`. Be sure to also have the parameter `CanvasGroup Compatible` enabled at the shader. Note that the normal `Spine/SkeletonGraphic` does not support `Additive` blend mode at a `CanvasGroup`, as it requires additional shader channels to work.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.