mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[unity] Update CHANGELOG.md - Component initialFlip fields
This commit is contained in:
parent
c107594106
commit
9bbc0d24e7
@ -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]`
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user