From 96d10613742349b47e362c2c1a4b6bfc8570ba1f Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Thu, 22 Jul 2021 17:53:37 +0200 Subject: [PATCH] [unity] Minor cosmetic and documentation update after pull request to not pause timeline on Director pause. See #1929. --- CHANGELOG.md | 1 + .../Editor/SpineAnimationStateDrawer.cs | 8 +++++--- 2 files changed, 6 insertions(+), 3 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 06d16c206..5c176a624 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -105,6 +105,7 @@ * **Corrected blending behaviour of all `Sprite` shaders** in `Premultiply Alpha` blend mode (including URP and LWRP packages). Previously vertex color alpha was premultiplied again, even though `Premultiply Alpha` blend mode assumes PMA texture and PMA vertex color input. Slot-alpha blending will thus be correctly lighter after upgrading to 4.0. If you have compensated this problem by disabling `Advanced - PMA Vertex Colors` you can now re-enable this parameter, also allowing for rendering Additive slots in a single pass. * **Corrected all `Outline` shaders outline thickness** when `Advanced - Sample 8 Neighbourhood` is disabled (thus using `4 Neighbourhood`). Previously weighting was incorrectly thick (4x as thick) compared to 8 neighbourhood, now it is more consistent. This might require adjustment of all your outline materials where `Sample 8 Neighbourhood` is disabled to restore the previous outline thickness, by adjusting the `Outline Threshold` parameter through adding a `/4` to make the threshold 4 times smaller. * Reverted changes: `BoneFollower` property `followLocalScale` has intermediately been renamed to `followScale` but was renamed back to `followLocalScale`. Serialized values (scenes and prefabs) will automatically be upgraded, only code accessing `followScale` needs to be adapted. + * Fixed Timeline not pausing (and resuming) clip playback on Director pause, this is now the default behaviour. If you require the old behaviour (e.g. to continue playing an idle animation during Director pause), there is now an additional parameter `Don't Pause with Director` provided that can be enabled for each Timeline clip. * **Additions** * Additional **Fix Draw Order** parameter at SkeletonRenderer, defaults to `disabled` (previous behaviour). diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Editor/SpineAnimationStateDrawer.cs b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Editor/SpineAnimationStateDrawer.cs index 0fbd1a6de..bceeede2d 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Editor/SpineAnimationStateDrawer.cs +++ b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Editor/SpineAnimationStateDrawer.cs @@ -71,6 +71,11 @@ public class SpineAnimationStateDrawer : PropertyDrawer { singleFieldRect.y += lineHeightWithSpacing; EditorGUI.PropertyField(singleFieldRect, loopProp); + singleFieldRect.y += lineHeightWithSpacing; + EditorGUI.PropertyField(singleFieldRect, dontPauseWithDirectorProp, + new GUIContent("Don't Pause with Director", + "If set to true, the animation will continue playing when the Director is paused.")); + singleFieldRect.y += lineHeightWithSpacing * 0.5f; singleFieldRect.y += lineHeightWithSpacing; @@ -92,9 +97,6 @@ public class SpineAnimationStateDrawer : PropertyDrawer { singleFieldRect.y += lineHeightWithSpacing; EditorGUI.PropertyField(singleFieldRect, holdPreviousProp); - singleFieldRect.y += lineHeightWithSpacing; - EditorGUI.PropertyField(singleFieldRect, dontPauseWithDirectorProp); - singleFieldRect.y += lineHeightWithSpacing; EditorGUI.PropertyField(singleFieldRect, eventProp);