diff --git a/CHANGELOG.md b/CHANGELOG.md index acc51d867..555202fed 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -183,6 +183,7 @@ * Renamed `Slot.AttachmentVertices` to `Slot.Deform`. * Changed the `.json` curve format and added more assumptions for omitted values, reducing the average size of JSON exports. * Renamed `Skin.AddAttachment()` to `Skin.SetAttachment()`. + * Removed `FindAttachmentsForSlot(int slotIndex, List attachments)` and `FindNamesForSlot (int slotIndex, List names)` and replaced it with `Skin.GetAttachments(int slotIndex, List attachments)` which returns the combined `SkinEntry` object holding both name and attachment. * Removed `VertexAttachment.ApplyDeform()` and replaced it with `VertexAttachment.DeformAttachment`. The attachment set on this field is used to decide if a `DeformTimeline` should be applied to the attachment active on the slot to which the timeline is applied. * Removed `inheritDeform` field, getter, and setter from `MeshAttachment`. * Changed `.skel` binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably. @@ -194,7 +195,7 @@ * Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them. * Improved Skin API to make it easier to handle mix-and-match use cases. * Added `Skin.GetAttachments()`. Returns all attachments in the skin. - * Added `Skin.GetAttachments(int slotIndex, List attachments)`. Returns all attachements in the skin for the given slot index. + * Added `Skin.GetAttachments(int slotIndex, List attachments)`. Returns all attachements in the skin for the given slot index. This method replaces `FindAttachmentsForSlot` and `FindNamesForSlot`. * Added `Skin.AddSkin(Skin skin)`. Adds all attachments, bones, and skins from the specified skin to this skin. * Added `Skin.CopySkin(Skin skin)`. Adds all attachments, bones, and skins from the specified skin to this skin. `VertexAttachment` are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied. * Added `Attachment.Copy()` to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.