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[csharp] Update CHANGELOG.md
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CHANGELOG.md
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CHANGELOG.md
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## C#
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* **Breaking changes**
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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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* `Skeleton.getBounds` takes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.
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* Removed `Bone.worldToLocalRotationX` and `Bone.worldToLocalRotationY`. Replaced by `Bone.worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees).
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* Added `stride` parameter to `VertexAttachment.computeWorldVertices`.
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* Removed `RegionAttachment.vertices` field. The vertices array is provided to `RegionAttachment.computeWorldVertices` by the API user now.
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* Removed `RegionAttachment.updateWorldVertices`, added `RegionAttachment.computeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
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* `Skeleton.GetBounds` takes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.
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* Removed `Bone.WorldToLocalRotationX` and `Bone.WorldToLocalRotationY`. Replaced by `Bone.WorldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees).
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* Added `stride` parameter to `VertexAttachment.ComputeWorldVertices`.
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* Removed `RegionAttachment.Vertices` field. The vertices array is provided to `RegionAttachment.ComputeWorldVertices` by the API user now.
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* Removed `RegionAttachment.UpdateWorldVertices`, added `RegionAttachment.ComputeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
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* **Additions**
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* Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData`
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* Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees).
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* Added two color tinting support, including `TwoColorTimeline` and additional fields on `Slot` and `SlotData`.
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* Added `PointAttachment`, additional method `newPointAttachment` in `AttachmentLoader` interface.
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* Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface.
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* Added `PointAttachment`, additional method `NewPointAttachment` in `AttachmentLoader` interface.
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* Added `ClippingAttachment`, additional method `NewClippingAttachment` in `AttachmentLoader` interface.
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* Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments.
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* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
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* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
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* `AnimationState.Apply` returns a bool indicating if any timeline was applied or not.
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* `Animation.Apply` and `Timeline.Apply`` now take enums `MixPose` and `MixDirection` instead of bools.
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### Unity
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* Refactored renderer to work with new 3.6 features.
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