[csharp] changelog formatting.

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Harald Csaszar 2025-10-02 13:24:06 +02:00
parent 04bbc146a0
commit d231fdd1de

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@ -125,91 +125,91 @@
- Local `Bone` properties moved to `Bone.Pose`: - Local `Bone` properties moved to `Bone.Pose`:
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|-----|-|-----| |-----|-|-----|
| `Bone.X` |→| `Bone.Pose.X` | | Bone.X |→| Bone.Pose.X |
| `Bone.Y` |→| `Bone.Pose.Y` | | Bone.Y |→| Bone.Pose.Y |
| `Bone.Rotation` |→| `Bone.Pose.Rotation` | | Bone.Rotation |→| Bone.Pose.Rotation |
| `Bone.ScaleX` |→| `Bone.Pose.ScaleX` | | Bone.ScaleX |→| Bone.Pose.ScaleX |
| `Bone.ScaleY` |→| `Bone.Pose.ScaleY` | | Bone.ScaleY |→| Bone.Pose.ScaleY |
| `Bone.ShearX` |→| `Bone.Pose.ShearX` | | Bone.ShearX |→| Bone.Pose.ShearX |
| `Bone.ShearY` |→| `Bone.Pose.ShearY` | | Bone.ShearY |→| Bone.Pose.ShearY |
- World and applied `Bone` properties moved to `Bone.AppliedPose`: - World and applied `Bone` properties moved to `Bone.AppliedPose`:
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|-----|-|-----| |-----|-|-----|
| `Bone.AX` |→| `Bone.AppliedPose.X` | | Bone.AX |→| Bone.AppliedPose.X |
| `Bone.AY` |→| `Bone.AppliedPose.Y` | | Bone.AY |→| Bone.AppliedPose.Y |
| `Bone.ARotation` |→| `Bone.AppliedPose.Rotation` | | Bone.ARotation |→| Bone.AppliedPose.Rotation |
| `Bone.AScaleX` |→| `Bone.AppliedPose.ScaleX` | | Bone.AScaleX |→| Bone.AppliedPose.ScaleX |
| `Bone.AScaleY` |→| `Bone.AppliedPose.ScaleY` | | Bone.AScaleY |→| Bone.AppliedPose.ScaleY |
| `Bone.AShearX` |→| `Bone.AppliedPose.ShearX` | | Bone.AShearX |→| Bone.AppliedPose.ShearX |
| `Bone.AShearY` |→| `Bone.AppliedPose.ShearY` | | Bone.AShearY |→| Bone.AppliedPose.ShearY |
| `Bone.WorldX` |→| `Bone.AppliedPose.WorldX` | | Bone.WorldX |→| Bone.AppliedPose.WorldX |
| `Bone.WorldY` |→| `Bone.AppliedPose.WorldY` | | Bone.WorldY |→| Bone.AppliedPose.WorldY |
| `Bone.WorldRotationX` |→| `Bone.AppliedPose.WorldRotationX` | | Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX |
| `Bone.WorldRotationY` |→| `Bone.AppliedPose.WorldRotationY` | | Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY |
- `Bone` no longer provides a `Bone.Skeleton` property, constructor no longer takes a `skeleton` parameter - `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` properties moved to `SlotPose`, i.e. `Slot.AppliedPose`:
|||| ||||
|-----|-|-----| |-----|-|-----|
| `Slot.Attachment` |→| `Slot.AppliedPose.Attachment` | | Slot.Attachment |→| Slot.AppliedPose.Attachment |
| `Slot.R` `.G` `.B` `.A` |→| `Slot.AppliedPose.GetColor()` and `Slot.AppliedPose.SetColor()` | | Slot.R .G .B .A |→| Slot.AppliedPose.GetColor() and Slot.AppliedPose.SetColor() |
| `Slot.R2` `.G2` `.B2` |→| `Slot.AppliedPose.GetDarkColor()` and `Slot.AppliedPose.SetDarkColor()` | | Slot.R2 .G2 .B2 |→| Slot.AppliedPose.GetDarkColor() and Slot.AppliedPose.SetDarkColor() |
| `Slot.HasSecondColor` |→| `Slot.AppliedPose.HasSecondColor` | | Slot.HasSecondColor |→| Slot.AppliedPose.HasSecondColor |
| `Slot.Deform` |→| `Slot.AppliedPose.Deform` | | Slot.Deform |→| Slot.AppliedPose.Deform |
| `Slot.SequenceIndex` |→| `Slot.AppliedPose.SequenceIndex` | | Slot.SequenceIndex |→| Slot.AppliedPose.SequenceIndex |
- `Constraint` properties moved to `Constraint.Pose`: - `Constraint` properties moved to `Constraint.Pose`:
|||| ||||
|-----|-|-----| |-----|-|-----|
| `IkConstraint.Mix` |→| `IkConstraint.Pose.Mix` | | IkConstraint.Mix |→| IkConstraint.Pose.Mix |
| `IkConstraint.Softness` |→| `IkConstraint.Pose.Softness` | | IkConstraint.Softness |→| IkConstraint.Pose.Softness |
| `IkConstraint.BendDirection` |→| `IkConstraint.Pose.BendDirection` | | IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection |
| `IkConstraint.Compress` |→| `IkConstraint.Pose.Compress` | | IkConstraint.Compress |→| IkConstraint.Pose.Compress |
| `IkConstraint.Stretch` |→| `IkConstraint.Pose.Stretch` | | IkConstraint.Stretch |→| IkConstraint.Pose.Stretch |
|||| ||||
|-----|-|-----| |-----|-|-----|
| `TransformConstraint.MixRotate` |→| `TransformConstraint.Pose.MixRotate` | | TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate |
| `TransformConstraint.MixX` |→| `TransformConstraint.Pose.MixX` | | TransformConstraint.MixX |→| TransformConstraint.Pose.MixX |
| `TransformConstraint.MixY` |→| `TransformConstraint.Pose.MixY` | | TransformConstraint.MixY |→| TransformConstraint.Pose.MixY |
| `TransformConstraint.MixScaleX` |→| `TransformConstraint.Pose.MixScaleX` | | TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX |
| `TransformConstraint.MixScaleY` |→| `TransformConstraint.Pose.MixScaleY` | | TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY |
| `TransformConstraint.MixShearY` |→| `TransformConstraint.Pose.MixShearY` | | TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY |
|||| ||||
|-----|-|-----| |-----|-|-----|
| `PathConstraint.Position` |→| `PathConstraint.Pose.Position` | | PathConstraint.Position |→| PathConstraint.Pose.Position |
| `PathConstraint.Spacing` |→| `PathConstraint.Pose.Spacing` | | PathConstraint.Spacing |→| PathConstraint.Pose.Spacing |
| `PathConstraint.MixRotate` |→| `PathConstraint.Pose.MixRotate` | | PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate |
| `PathConstraint.MixX` |→| `PathConstraint.Pose.MixX` | | PathConstraint.MixX |→| PathConstraint.Pose.MixX |
| `PathConstraint.MixY` |→| `PathConstraint.Pose.MixY` | | PathConstraint.MixY |→| PathConstraint.Pose.MixY |
|||| ||||
|-----|-|-----| |-----|-|-----|
| `PhysicsConstraint.Mix` |→| `PhysicsConstraint.Pose.Mix` | | PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix |
| `PhysicsConstraint.Gravity` |→| `PhysicsConstraint.Pose.Gravity` | | PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity |
| `PhysicsConstraint.Strength` |→| `PhysicsConstraint.Pose.Strength` | | PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength |
| `PhysicsConstraint.Damping` |→| `PhysicsConstraint.Pose.Damping` | | PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping |
| `PhysicsConstraint.MassInverse` |→| `PhysicsConstraint.Pose.MassInverse` | | PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse |
| `PhysicsConstraint.Wind` |→| `PhysicsConstraint.Pose.Wind` | | PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind |
- `ConstraintData` properties moved to `ConstraintData.GetSetupPose()` - `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 - `SkeletonData` now provides a single `IConstraintData` list `SkeletonData.Constraints` instead of separate lists per constraint type
- List by type: - List by type:
|||| ||||
|-----|-|-----| |-----|-|-----|
| `SkeletonData.IkConstraints` |→| `SkeletonData.Constraints.OfType<IkConstraintData>()` | | SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType<IkConstraintData>() |
| `SkeletonData.TransformConstraints` |→| `SkeletonData.Constraints.OfType<TransformConstraintData>()` | | SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType<TransformConstraintData>() |
| `SkeletonData.PathConstraints` |→| `SkeletonData.Constraints.OfType<PathConstraintData>()` | | SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType<PathConstraintData>() |
| `SkeletonData.PhysicsConstraints` |→| `SkeletonData.Constraints.OfType<PhysicsConstraintData>()` | | SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType<PhysicsConstraintData>() |
- Access by type and name: `SkeletonData.FindIkConstraint()``SkeletonData.FindConstraint<IkConstraint>()` - Access by type and name: `SkeletonData.FindIkConstraint()``SkeletonData.FindConstraint<IkConstraint>()`
- Renamed setup pose methods: - Renamed setup pose methods:
|||| ||||
|-----|-|-----| |-----|-|-----|
| `Skeleton.SetToSetupPose()` |→| `Skeleton.SetupPose()` | | Skeleton.SetToSetupPose() |→| Skeleton.SetupPose() |
| `Skeleton.SetBonesToSetupPose()` |→| `Skeleton.SetupPoseBones()` | | Skeleton.SetBonesToSetupPose() |→| Skeleton.SetupPoseBones() |
| `Skeleton.SetSlotsToSetupPose()` |→| `Skeleton.SetupPoseSlots()` | | Skeleton.SetSlotsToSetupPose() |→| Skeleton.SetupPoseSlots() |
| `Bone.SetToSetupPose()` |→| `Bone.SetupPose()` | | Bone.SetToSetupPose() |→| Bone.SetupPose() |
| `Slot.SetToSetupPose()` |→| `Slot.SetupPose()` | | Slot.SetToSetupPose() |→| Slot.SetupPose() |
| `IkConstraint.SetToSetupPose()` |→| `IkConstraint.SetupPose()` | | IkConstraint.SetToSetupPose() |→| IkConstraint.SetupPose() |
- `Skeleton.Physics` was moved to `Physics` directly in `Spine` namespace - `Skeleton.Physics` was moved to `Physics` directly in `Spine` namespace
- `UpdateWorldTransform(Skeleton.Physics.Update)``UpdateWorldTransform(Spine.Physics.Update)` - `UpdateWorldTransform(Skeleton.Physics.Update)``UpdateWorldTransform(Spine.Physics.Update)`
- Timeline `Apply()` methods now take an additional `appliedPose` parameter - Timeline `Apply()` methods now take an additional `appliedPose` parameter