[csharp] more changelog formatting.

This commit is contained in:
Harald Csaszar 2025-10-02 15:32:08 +02:00
parent d231fdd1de
commit 47f4241e22

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@ -121,35 +121,34 @@
- Color properties `.R` `.G` `.B` `.A` are replaced by `.GetColor()` and `.SetColor()`
- Dark color properties `.R2` `.G2` `.B2` are replaced by `.GetDarkColor()` and `.SetDarkColor()`
- `Bone` now extends `PosedActive` with separate pose, constrained, and applied states
- `Bone` properties moved to poses:
- Local `Bone` properties moved to `Bone.Pose`:
||||
|-----|-|-----|
| Bone.X |→| Bone.Pose.X |
| Bone.Y |→| Bone.Pose.Y |
| Bone.Rotation |→| Bone.Pose.Rotation |
| Bone.ScaleX |→| Bone.Pose.ScaleX |
| Bone.ScaleY |→| Bone.Pose.ScaleY |
| Bone.ShearX |→| Bone.Pose.ShearX |
| Bone.ShearY |→| Bone.Pose.ShearY |
- World and applied `Bone` properties moved to `Bone.AppliedPose`:
||||
|-----|-|-----|
| Bone.AX |→| Bone.AppliedPose.X |
| Bone.AY |→| Bone.AppliedPose.Y |
| Bone.ARotation |→| Bone.AppliedPose.Rotation |
| Bone.AScaleX |→| Bone.AppliedPose.ScaleX |
| Bone.AScaleY |→| Bone.AppliedPose.ScaleY |
| Bone.AShearX |→| Bone.AppliedPose.ShearX |
| Bone.AShearY |→| Bone.AppliedPose.ShearY |
| Bone.WorldX |→| Bone.AppliedPose.WorldX |
| Bone.WorldY |→| Bone.AppliedPose.WorldY |
| Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX |
| Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY |
- `Bone` local transform properties moved to `Bone.Pose`:
||||
|---------------|-|-------------|
| Bone.X |→| Bone.Pose.X |
| Bone.Y |→| Bone.Pose.Y |
| Bone.Rotation |→| Bone.Pose.Rotation |
| Bone.ScaleX |→| Bone.Pose.ScaleX |
| Bone.ScaleY |→| Bone.Pose.ScaleY |
| Bone.ShearX |→| Bone.Pose.ShearX |
| Bone.ShearY |→| Bone.Pose.ShearY |
- `Bone` world and applied transform properties moved to `Bone.AppliedPose`:
||||
|---------------------|-|--------------------|
| Bone.AX |→| Bone.AppliedPose.X |
| Bone.AY |→| Bone.AppliedPose.Y |
| Bone.ARotation |→| Bone.AppliedPose.Rotation |
| Bone.AScaleX |→| Bone.AppliedPose.ScaleX |
| Bone.AScaleY |→| Bone.AppliedPose.ScaleY |
| Bone.AShearX |→| Bone.AppliedPose.ShearX |
| Bone.AShearY |→| Bone.AppliedPose.ShearY |
| Bone.WorldX |→| Bone.AppliedPose.WorldX |
| Bone.WorldY |→| Bone.AppliedPose.WorldY |
| Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX |
| Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY |
- `Bone` no longer provides a `Bone.Skeleton` property, constructor no longer takes a `skeleton` parameter
- `Slot` properties moved to `SlotPose`, i.e. `Slot.AppliedPose`:
||||
|-----|-|-----|
|-----------------------|-|-----------------------------|
| Slot.Attachment |→| Slot.AppliedPose.Attachment |
| Slot.R .G .B .A |→| Slot.AppliedPose.GetColor() and Slot.AppliedPose.SetColor() |
| Slot.R2 .G2 .B2 |→| Slot.AppliedPose.GetDarkColor() and Slot.AppliedPose.SetDarkColor() |
@ -157,56 +156,65 @@
| Slot.Deform |→| Slot.AppliedPose.Deform |
| Slot.SequenceIndex |→| Slot.AppliedPose.SequenceIndex |
- `Constraint` properties moved to `Constraint.Pose`:
||||
|-----|-|-----|
| IkConstraint.Mix |→| IkConstraint.Pose.Mix |
| IkConstraint.Softness |→| IkConstraint.Pose.Softness |
| IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection |
| IkConstraint.Compress |→| IkConstraint.Pose.Compress |
| IkConstraint.Stretch |→| IkConstraint.Pose.Stretch |
||||
|-----------------------------|-|-----------------------|
| IkConstraint.Mix |→| IkConstraint.Pose.Mix |
| IkConstraint.Softness |→| IkConstraint.Pose.Softness |
| IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection |
| IkConstraint.Compress |→| IkConstraint.Pose.Compress |
| IkConstraint.Stretch |→| IkConstraint.Pose.Stretch |
||||
|-----|-|-----|
| TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate |
| TransformConstraint.MixX |→| TransformConstraint.Pose.MixX |
| TransformConstraint.MixY |→| TransformConstraint.Pose.MixY |
| TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX |
| TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY |
| TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY |
||||
|-------------------------------|-|------------------------------------|
| TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate |
| TransformConstraint.MixX |→| TransformConstraint.Pose.MixX |
| TransformConstraint.MixY |→| TransformConstraint.Pose.MixY |
| TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX |
| TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY |
| TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY |
||||
|-----|-|-----|
| PathConstraint.Position |→| PathConstraint.Pose.Position |
| PathConstraint.Spacing |→| PathConstraint.Pose.Spacing |
| PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate |
| PathConstraint.MixX |→| PathConstraint.Pose.MixX |
| PathConstraint.MixY |→| PathConstraint.Pose.MixY |
||||
|---------------------------|-|------------------------------|
| PathConstraint.Position |→| PathConstraint.Pose.Position |
| PathConstraint.Spacing |→| PathConstraint.Pose.Spacing |
| PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate |
| PathConstraint.MixX |→| PathConstraint.Pose.MixX |
| PathConstraint.MixY |→| PathConstraint.Pose.MixY |
||||
|-----|-|-----|
| PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix |
| PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity |
| PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength |
| PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping |
| PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse |
| PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind |
||||
|-------------------------------|-|----------------------------|
| PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix |
| PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity |
| PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength |
| PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping |
| PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse |
| PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind |
- `ConstraintData` properties moved to `ConstraintData.GetSetupPose()`
- `IkConstraintData.Mix``IkConstraintData.GetSetupPose().Mix`
||||
|-----|-|-----|
| IkConstraintData.Mix |→| IkConstraintData.GetSetupPose().Mix |
| ...| |...|
- `SkeletonData` now provides a single `IConstraintData` list `SkeletonData.Constraints` instead of separate lists per constraint type
- List by type:
||||
|-----|-|-----|
| SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType<IkConstraintData>() |
| SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType<TransformConstraintData>() |
| SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType<PathConstraintData>() |
| SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType<PhysicsConstraintData>() |
- Access by type and name: `SkeletonData.FindIkConstraint()``SkeletonData.FindConstraint<IkConstraint>()`
||||
|-----|-|-----|
| SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType\<IkConstraintData\>() |
| SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType\<TransformConstraintData\>() |
| SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType\<PathConstraintData\>() |
| SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType\<PhysicsConstraintData\>() |
- `SkeletonData` now provides `SkeletonData.FindConstraint<ConstraintData>()` instead of single find methods per constraint type
||||
|-----|-|-----|
| SkeletonData.FindIkConstraint |→| SkeletonData.FindConstraint\<IkConstraintData\>() |
| SkeletonData.FindTransformConstraint |→| SkeletonData.FindConstraint\<TransformConstraintData\>() |
| SkeletonData.FindPathConstraint |→| SkeletonData.FindConstraint\<PathConstraintData\>() |
| SkeletonData.FindPhysicsConstraint |→| SkeletonData.FindConstraint\<PhysicsConstraintData\>() |
- Renamed setup pose methods:
||||
|-----|-|-----|
| Skeleton.SetToSetupPose() |→| Skeleton.SetupPose() |
| Skeleton.SetBonesToSetupPose() |→| Skeleton.SetupPoseBones() |
| Skeleton.SetSlotsToSetupPose() |→| Skeleton.SetupPoseSlots() |
| `Skeleton.SetToSetupPose()` |→| `Skeleton.SetupPose()` |
| `Skeleton.SetBonesToSetupPose()` |→| `Skeleton.SetupPoseBones()` |
| `Skeleton.SetSlotsToSetupPose()` |→| `Skeleton.SetupPoseSlots()` |
| Bone.SetToSetupPose() |→| Bone.SetupPose() |
| Slot.SetToSetupPose() |→| Slot.SetupPose() |
| IkConstraint.SetToSetupPose() |→| IkConstraint.SetupPose() |