From fa4e521175ddd36b2685157c23900e719d6d8074 Mon Sep 17 00:00:00 2001 From: badlogic Date: Wed, 14 Jun 2017 22:25:30 +0200 Subject: [PATCH] Updated CHANGELOG to reflect core API changes in C# --- CHANGELOG.md | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 56c58b594..c2c27da50 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -74,11 +74,22 @@ * Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files! ## 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. - * **Additions** - * `AnimationState#apply` returns boolean indicating if any timeline was applied or not. - * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans +* **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. + * `Skeleton.getBounds` takes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity. + * Removed `Bone.worldToLocalRotationX` and `Bone.worldToLocalRotationY`. Replaced by `Bone.worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees). + * Added `stride` parameter to `VertexAttachment.computeWorldVertices`. + * Removed `RegionAttachment.vertices` field. The vertices array is provided to `RegionAttachment.computeWorldVertices` by the API user now. + * Removed `RegionAttachment.updateWorldVertices`, added `RegionAttachment.computeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer. + * **Additions** + * Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData` + * Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees). + * Added two color tinting support, including `TwoColorTimeline` and additional fields on `Slot` and `SlotData`. + * Added `PointAttachment`, additional method `newPointAttachment` in `AttachmentLoader` interface. + * Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface. + * Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments. + * `AnimationState#apply` returns boolean indicating if any timeline was applied or not. + * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans ### Unity * Refactored renderer to work with new 3.6 features.