From 1c2d4fa2e021e8c1cb0827a0712d6f8f97388bd7 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Thu, 30 Jul 2020 12:17:31 +0200 Subject: [PATCH] [unity] Added changelog entry for previous commit 3c94f52 (double sided lighting at SkeletonLit shaders). --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index d27c5b1c6..aee67e828 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -234,6 +234,7 @@ * Added **Root Motion support** for `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic` via new components `SkeletonRootMotion` and `SkeletonMecanimRootMotion`. The `SkeletonAnimation` and `SkeletonGraphic` component Inspector now provides a line `Root Motion` with `Add Component` and `Remove Component` buttons to add/remove the new `SkeletonRootMotion` component to your GameObject. The `SkeletonMecanim` Inspector detects whether root motion is enabled at the `Animator` component and adds a `SkeletonMecanimRootMotion` component automatically. * `SkeletonMecanim` now provides an additional `Custom MixMode` parameter under `Mecanim Translator`. It is enabled by default in version 3.8 to maintain current behaviour, using the set `Mix Mode` for each Mecanim layer. When disabled, `SkeletonMecanim` will use the recommended `MixMode` according to the layer blend mode. Additional information can be found in the [Mecanim Translator section](http://esotericsoftware.com/spine-unity#Parameters-for-animation-blending-control) on the spine-unity documentation pages. * Added **SkeletonGraphic Timeline support**. Added supprot for multi-track Timeline preview in the Editor outside of play mode (multi-track scrubbing). See the [Timeline-Extension-UPM-Package](http://esotericsoftware.com/spine-unity#Timeline-Extension-UPM-Package) section of the spine-unity documentation for more information. + * Added support for double-sided lighting at all `SkeletonLit` shaders (including URP and LWRP packages). * **Changes of default values** * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.