From 25578440c6ad4d0302334a4f47caed83af0c349a Mon Sep 17 00:00:00 2001 From: pharan Date: Fri, 16 Jun 2017 12:13:52 +0800 Subject: [PATCH] [csharp] Update CHANGELOG.md --- CHANGELOG.md | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 69a47e69c..62ee8af6f 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -76,20 +76,20 @@ ## C# * **Breaking changes** * `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. - * `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. - * Removed `Bone.worldToLocalRotationX` and `Bone.worldToLocalRotationY`. Replaced by `Bone.worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees). - * Added `stride` parameter to `VertexAttachment.computeWorldVertices`. - * Removed `RegionAttachment.vertices` field. The vertices array is provided to `RegionAttachment.computeWorldVertices` by the API user now. - * 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. + * `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. + * Removed `Bone.WorldToLocalRotationX` and `Bone.WorldToLocalRotationY`. Replaced by `Bone.WorldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees). + * Added `stride` parameter to `VertexAttachment.ComputeWorldVertices`. + * Removed `RegionAttachment.Vertices` field. The vertices array is provided to `RegionAttachment.ComputeWorldVertices` by the API user now. + * 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. * **Additions** * Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData` * Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees). * Added two color tinting support, including `TwoColorTimeline` and additional fields on `Slot` and `SlotData`. - * Added `PointAttachment`, additional method `newPointAttachment` in `AttachmentLoader` interface. - * Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface. + * Added `PointAttachment`, additional method `NewPointAttachment` in `AttachmentLoader` interface. + * Added `ClippingAttachment`, additional method `NewClippingAttachment` in `AttachmentLoader` interface. * Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments. - * `AnimationState#apply` returns boolean indicating if any timeline was applied or not. - * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans + * `AnimationState.Apply` returns a bool indicating if any timeline was applied or not. + * `Animation.Apply` and `Timeline.Apply`` now take enums `MixPose` and `MixDirection` instead of bools. ### Unity * Refactored renderer to work with new 3.6 features.