[unity] Update CHANGELOG.md

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## 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.
* `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.
### Unity
* Fixed renderer to work with 3.6 changes.
* Two color tinting is currently supported via extra UV2 and UV3 mesh vertex streams. To use Two color tinting, you need to:
* 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.
* `SkeletonAnimator` now has autoreset set to true by default. Old prefabs and scene values will have been serialized to whatever value it was previously. This change only applies to new instances of SkeletonAnimator.
* Old triangle-winding code has been removed from `SkeletonRenderer`. Please use shaders that have backface culling off.
* Refactored renderer to work with 3.6 changes.
* **Two color tinting** is currently supported via extra UV2 and UV3 mesh vertex streams. To use Two color tinting, you need to:
* 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 SkeletonRenderers switches to slightly slower mesh generation code when clipping so limit your use of `ClippingAttachment`s when using on large numbers of skeletons.
* **Icons have been added to SpineAttributeDrawers**. This should make your default inspectors easier to understand at a glance.
* **SkeletonDebugWindow**. Debugging tools have been moved from the SkeletonRenderer and SkeletonUtility component inspectors into its own utility window. You can access "Skeleton Debug" under the `Advanced...` foldout in the SkeletonRenderer inspector, or in SkeletonRenderer's right-click/context menu.
* **AttachmentTools source material**. `AttachmentTools` methods can now accept a `sourceMaterial` argument to copy material properties from.
* The code in the example scripts have been switched over to using properties instead of fields. This is in anticipation of both users who want to move the Spine folders to the Unity Plugins folder (compiled as a different assembly), and of Unity 2017's ability to manually define different assemblies.
* Warnings and conditionals checking for specific Unity 5.2-and-below incompatibility have been removed.
* `AtasRegionAttacher` and `SpriteAttacher` are now part of `Example Modules`, to reflect that they are meant to be used as sample code rather than production.
* In the unitypackage, the "spine-csharp" and "spine-unity" folders are now inside a "Spine" folder. This change will only affect fresh imports. Importing the unitypackage to update Spine-Unity in your project will update the appropriate files wherever you have moved them.
* ** Breaking changes **
* The Sprite shaders module was updated to the latest version from the [source](https://github.com/traggett/UnitySpriteShaders/commits/master). Some changes were made to the underlying keyword structure. You may need to review the settings of your lit materials. Particularly, your Fixed Normals settings.
* The old MeshGenerator classes, interfaces and code in `Spine.Unity.MeshGeneration` are now deprecated. All mesh-generating components now share the class `Spine.Unity.MeshGenerator` defined in `SpineMesh.cs`. MeshGenerator is a serializable class.
* The `SkeletonRenderer.renderMeshes` optimization is currently non-functional.
* Old triangle-winding code has been removed from `SkeletonRenderer`. Please use shaders that have backface culling off.
* Render settings in `SkeletonGraphic` can now be accessed under `SkeletonGraphic.MeshGenerator.settings`. This is visible in the SkeletonGraphic inspector as `Advanced...`
* We will continue to bundle the unitypackage with the empty .cs files of deprecated classes until Spine 3.7 to ensure the upgrade process does not break.
* `SkeletonAnimator` now has autoreset set to true by default. Old prefabs and scene values will have been serialized to whatever value it was previously. This change only applies to new instances of SkeletonAnimator.
## Java
* **Breaking changes**