Prepare CHANGELOG for release

This commit is contained in:
Mario Zechner 2022-03-22 13:23:56 +01:00
parent 31d78713e8
commit ded22826b2

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# 4.1
## C
* **Additions**
* Support for sequences.
* Support for `shortestRotation` in animation state. See https://github.com/esotericsoftware/spine-runtimes/issues/2027.
* Added CMake parameter `SPINE_SANITIZE` which will enable sanitizers on macOS and Linux.
* **Breaking changes**
* `spRegionAttachment` and `spMeshAttachment` now contain a `spTextureRegion*` instead of encoding region fields directly.
* `sp_AttachmentLoader_newRegionAttachment()` and `spAttachmentLoader_newMeshAttachment()` now take an additional `Sequence*` parameter.
* `spMeshAttachment_updateUVs()` was renamed to `spMeshAttachment_updateRegion()`.
* `spRegionAttachment_updateOffset()` was renamed to `spRegionAttachment_updateRegion()`, `spRegionAttachment_setUVs()` was merged into `spRegionAttachment_updateRegion()`.
* `spSlot_getAttachmentTime()` and `spSlot_setAttachmentTime()` have been removed.
* `spVertexAttachment->deformAttachment` was renamed to `spVertexAttachment->timelineAttachment`.
* `spSkeleton_update()` has been removed.
* `spSkeleton->time` has been removed.
### SFML
* Updated example to use SFML 2.5.1.
* Added dragon example.
## C++
* **Additions**
* Support for sequences.
* Support for `shortestRotation` in animation state. See https://github.com/esotericsoftware/spine-runtimes/issues/2027.
* Added CMake parameter `SPINE_SANITIZE` which will enable sanitizers on macOS and Linux.
* **Breaking changes**
* `RegionAttachment` and `MeshAttachment` now contain a `TextureRegion*` instead of encoding region fields directly.
* `AttachmentLoader::newRegionAttachment()` and `AttachmentLoader::newMeshAttachment()` now take an additional `Sequence*` parameter.
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* `Skeleton::update()` has been removed.
* `Skeleton::getTime()` has been removed.
### Cocos2d-x
### SFML
* Updated example to use SFML 2.5.1.
* Added dragon example.
### UE4
* Updated example project to UE 4.27
## C# ##
* **Additions**
* Full support for sequences.
* Support for `shortestRotation` in animation state. See https://github.com/esotericsoftware/spine-runtimes/issues/2027.
* `RegionAttachment` and `MeshAttachment` now provide a `Region` property. Use this property instead of the removed `RendererObject` property (see section *Breaking Changes* below).
* **Breaking changes**
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* **Officially supported Unity versions are 2017.1-2021.1**.
* **Breaking changes**
* **Additions**
* `BoneFollower` and `BoneFollowerGraphic` now provide an additional `Follow Parent World Scale` parameter to allow following simple scale of parent bones (rotated/skewed scale can't be supported).
* `SpineAtlasAsset.CreateRuntimeInstance` methods now provide an optional `newCustomTextureLoader` parameter (defaults to `null`) which can be set to e.g. `(a) => new YourCustomTextureLoader(a)` to use your own `TextureLoader` subclass instead of `MaterialsTextureLoader`.
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* Added example component `SkeletonRenderTexture` to render a `SkeletonRenderer` to a `RenderTexture`, mainly for proper transparency. Added an example scene named `RenderTexture FadeOut Transparency` that demonstrates usage for a fadeout transparency effect.
* Added another fadeout example component named `SkeletonRenderTextureFadeout` which takes over transparency fadeout when enabled. You can use this component as-is, attach it in disabled state and enable it to start a fadeout effect.
* **Breaking changes**
* **Changes of default values**
* **Deprecated**
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* Added new spine-monogame solution. See [spine-monogame/README.md](spine-monogame/README.md) for updated instructions on how to use spine-monogame.
## Java
* **Breaking change**: `AttachmentLoader#newRegionAttachment()` and `AttachmentLoader#newMeshAttachment()` take an additional `Sequence` parameter.
* **Breaking change**: `Slot#setAttachmentTime()` and `Slot#getAttachmentTime()` have been removed.
* **Breaking change**: `VertexAttachment#setDeformAttachment()` and `VertexAttachment#getDeformAttachment()` have been replaced with `VertexAttachment#setTimelineAttachment()` and `VertexAttachment#getTimelineAttachment()`.
* **Breaking change**: `RegionAttachment#updateOffset()` has been renamed to `RegionAttachment#updateRegion()`. The caller must ensure that the attachment's region is not `null`.
* **Breaking change**: `RegionAttachment#computeWorldVertices()` takes a `Slot` instead of a `Bone` as the first argument.
* **Addition**: full support for sequences.
* **Additions**
* Support for `shortestRotation` in animation state. See https://github.com/esotericsoftware/spine-runtimes/issues/2027.
* Support for sequences.
* **Breaking changes**
* `AttachmentLoader#newRegionAttachment()` and `AttachmentLoader#newMeshAttachment()` take an additional `Sequence` parameter.
* `Slot#setAttachmentTime()` and `Slot#getAttachmentTime()` have been removed.
* `VertexAttachment#setDeformAttachment()` and `VertexAttachment#getDeformAttachment()` have been replaced with `VertexAttachment#setTimelineAttachment()` and `VertexAttachment#getTimelineAttachment()`.
* `RegionAttachment#updateOffset()` has been renamed to `RegionAttachment#updateRegion()`. The caller must ensure that the attachment's region is not `null`.
* `RegionAttachment#computeWorldVertices()` takes a `Slot` instead of a `Bone` as the first argument.
### libGDX
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* `spine-skeletonviewer` now supports quickly loading skeletons by dragging and dropping `.json` or `.skel` skeleton files onto the window.
## Typescript/Javascript
* **Breaking change**: `AttachmentLoader#newRegionAttachment()` and `AttachmentLoader#newMeshAttachment()` take an additional `Sequence` parameter.
* **Breaking change**: `Slot#attachmentTime` and has been removed.
* **Breaking change**: `VertexAttachment#deformAttachment` has been replaced with `VertexAttachment#timelineAttachment`.
* **Breaking change**: `RegionAttachment#updateOffset()` has been renamed to `RegionAttachment#updateRegion()`. The caller must ensure that the attachment's region is not `null`.
* **Breaking change**: `RegionAttachment#computeWorldVertices()` takes a `Slot` instead of a `Bone` as the first argument.
* **Addition**: full support for sequences.
* **Additions**
* full support for sequences.
* Added `Promise` based `AssetManager.loadAll()`. Allows synchronous waiting via `await assetManager.loadAll()`, simplifying loader logic in applications.
* Support for `shortestRotation` in animation state. See https://github.com/esotericsoftware/spine-runtimes/issues/2027.
* Full support for sequences.
* **Breaking changes**
* `AttachmentLoader#newRegionAttachment()` and `AttachmentLoader#newMeshAttachment()` take an additional `Sequence` parameter.
* `Slot#attachmentTime` and has been removed.
* `VertexAttachment#deformAttachment` has been replaced with `VertexAttachment#timelineAttachment`.
* `RegionAttachment#updateOffset()` has been renamed to `RegionAttachment#updateRegion()`. The caller must ensure that the attachment's region is not `null`.
* `RegionAttachment#computeWorldVertices()` takes a `Slot` instead of a `Bone` as the first argument.
### WebGL backend
* `PolygonBatcher.start()` now disables culling and restores the previous state on `PolygonBatcher.end()`.
* Added `SpineCanvas`, a simpler way to render a scene via spine-webgl. See `spine-ts/spine-webgl/examples/barebones.html` and `spine-ts/spine-webgl/examples/mix-and-match.html`.
### Canvas backend
* Improved example.
### Three.js backend
* Added orbital controls to THREJS example.
* `SkeletonMesh` takes an optional `SkeletonMeshMaterialCustomizer`, allowing modification of materials used by `SkeletonMesh`.
* Added `SkeletonMeshMaterial.alphaTest`, when > 0, alpha testing will be performed and fragments will not be written to the depth buffer, if depth writes are enabled.
### Player
* Added `SpinePlayer.dispose()` to explicitely dispose of all resources the player holds on to.
# 4.0