From 9bbc0d24e746a92757e3782ff31cbadc259851be Mon Sep 17 00:00:00 2001 From: pharan Date: Wed, 24 May 2017 16:48:44 +0800 Subject: [PATCH] [unity] Update CHANGELOG.md - Component initialFlip fields --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 961fd8b30..a1c59e9cc 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -77,6 +77,7 @@ * switch on "Tint Black" under "Advanced...", * use the new `Spine/Skeleton Tint Black` shader, or your own shader that treats the UV2 and UV3 streams similarly. * **Clipping** is now supported. The SkeletonAnimation switches to slightly slower mesh generation code when clipping so limit your use of `ClippingAttachment`s when using on large numbers of skeletons. + * **SkeletonRenderer.initialFlip** Spine components such as SkeletonRenderer, SkeletonAnimation, SkeletonAnimator now has `initialFlipX` and `initialFlipY` fields which are also visible in the inspector under "Advanced...". It will allow you to set and preview a starting flip value for your skeleton component. This is applied immediately after the internal skeleton object is instantiated. * **[SpineAttribute] Improvements** * **Icons have been added to SpineAttributeDrawers**. This should make your default inspectors easier to understand at a glance. * **Added Constraint Attributes** You can now use `[SpineIkConstraint]` `[SpineTransformConstraint]` `[SpinePathConstraint]`