425 lines
21 KiB
Plaintext
425 lines
21 KiB
Plaintext
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2.1.6
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Changelog:
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-Fixed AssetLoaderContext.LoadedTextures registration bug.
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-Fixed sRGB Colors/Textures loading.
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-Fixed FBX and OBJ Metallic/Smoothness Textures creation.
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-Fixed OBJ MTL color parsing issue.
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-Fixed AssetUnloader Id serialization bug.
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-Fixed AssetUnloader creation bug.
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-Fixed AssetLoaderOptions.MergeVertices bug.
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-Removed automatic AssetLoaderOptions.LoadTexturesAsSRGB flag deactivaction.
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-Added ListModelResources sample. This sample lists all Resources (Textures/External Data) from the loaded Model.
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-Added FBX Lights Range.
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-Added FBX 3dsMax Materials Offset and Tiling loading.
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-Added SetUnusedTexturePropertiesToNull Asset Loader Option. Enable this field to set the unused Material Texture Properties to null.
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-Added CustomDataHelper class. Use this class to handle the "CustomData" field from the AssetLoaderContext as a Type/Object Dictionary.
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2.1.5
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Changelog:
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-Increased FBX blend-shapes limit.
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-Fixed FBX ASCII reader issue.
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-Fixed FBX pivot issue.
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-Fixed AssetLoaderOptionsEditor typo.
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-Fixed gLTF2 Metallic/Smoothness Texture creation.
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-Added onPreLoad parameter to AssetLoader.LoadModelFromStream and AssetLoader.LoadModelFromFile. Use this parameter when you want to call a completion method on the loading Thread (onComplete is different from onPreLoad as it is always called on the main thread).
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2.1.4b
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Changelog:
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-Fixed FBX Animation ranges bug.
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-Fixed GetTriLibPreferences Resources loading bug.
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-Fixed long names replacement bug.
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-Fixed mobile input system.
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-Fixed stb_image issues.
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-Updated stb_image.
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-Fixed StandaloneFileBrowser on iOS.
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-Refactored FBX ASCII reader.
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-Removed DAE Importer options in TriLib Settings (reserved for a future release).
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-Added MergeAnimations sample. This sample uses a custom AnimationClipMapper to merge AnimationClip tuples into one.
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-Added MaxTexturesResolution Asset Loader Option. Use this field to change the maximum Texture resolutions.
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-Added back the AssetLoaderOptions.OptimizeMeshes functionality.
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-Added MergeSingleChild Asset Loader Option. Turn on this field to merge single child models into a single GameObject.
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2.1.4
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Changelog:
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-Fixed Materials processing.
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-Fixed OBJ objects creation.
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-Fixed ScanForAlphaPixels Asset Loader Option.
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-Fixed gLTF2 binary files loading.
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-Fixed duplicated name renaming method.
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-Fixed normals calculation on meshes without normals
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-Removed obligatory Animation component creation.
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-Deprecated FBXReader.MergeSingleChildDocument.
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-Added automatic Material default color assignment when there is a Texture in the same slot.
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-Added mobile controls to the Asset Viewer demo.
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-Added GltfReader.SpotLightDistance static field. Use this field to define the Spot Lights range (distance) when loading gLTF2 models.
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-Added DisableObjectsRenaming Asset Loader Option. Enable this field to disable TriLib objects/resources renaming. Remarks: this feature may break animations' compatibility as they won't work with duplicate object names.
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Version Notes:
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-Added experimental Cameras support. To enable it, enable the AssetLoaderOptions.ImportCameras field.
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-Added experimental Lights support. To enable it, enable the AssetLoaderOptions.ImportLights field.
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2.1.3
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Changelog:
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-Fixed Non-Power-Of-Two Textures creation.
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-Fixed FBX pivot issues.
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-Fixed FBX empty mesh bug.
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-Fixed FBX animation pivots bug.
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-Fixed FBX double Textures assignment bug.
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-Fixed FBX/gLTF2 material color assignment bug (Colors are only set when there isn't a texture for their slot or the texture could not be loaded).
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-Fixed OBJ duplicated material names in material library bug.
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-Fixed gLTF2 skinning bug.
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-Fixed OBJ, PLY, and STL invalid Quaternion bug.
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-Fixed UniversalRPMaterialMapper Emission Texture bug.
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-Fixed ValidTRS assertion bug.
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-Fixed Blend Shapes Normal calculation.
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-Fixed PivotPosition Asset Loader Option bug.
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-Fixed Pointer_stringify WebGL bug.
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-Misc. fixes.
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-Changed default Material Mappers creation mode to avoid serialization issues.
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-Changed Settings ScriptableObject to avoid serialization issues. *Note: You might need to re-configure your TriLib Settings in the Project Settings area.
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-Changed the FBXReader.PivotMode static field value to FBXPivotMode.PreserveRotationPivot. If you have any pivot issues loading your model, please switch it back to FBXPivotMode.Legacy.
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-Improved memory usage.
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-Improved OBJ, PLY, and STL async loading speed by reducing progress handling callback frequency.
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-Added support for the Input Manager Package on TriLib samples.
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-Added LeftContainsRight and RightContainsLeft String comparison modes.
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-Added AutomaticallyPlayLegacyAnimations Asset Loader Option, used to play Legacy Animation Clips automatically upon loading.
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-Added DoubleSidedMaterials Asset Loader Option, used to create double-sided Materials when loading the Models.
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-Added EnforceAnimatorWithLegacyAnimations Asset Loader Option, used to add an Animator when the AnimationType is set to Legacy.
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-Added TRILIB_ENABLE_UWP_THREADS compiler directive. Enable this on the Edit->Project Settings->TriLib menu. Enabling this will enable threaded loading in UWP platforms.
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-Added LoadMaterialsProgressively Asset Loader Option, used to load Materials progressively when loading using the async method.
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-Added CalculateBlendShapeNormals Asset Loader Option, used to define if Blend Shape Normals will be calculated.
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-Deprecated MarkTexturesNoLongerReadable Asset Loader Option. To reduce allocated resources, all TriLib Textures CPU data is released after the Texture is loaded, turning the Texture non-readable.
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-Deprecated MaterialMapper.LoadTextureCallback field. Now Textures are loaded using an internal method.
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Version Notes:
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-Deprecated fields from AssetLoaderOptions have been removed (LoadedTextureGroups, BoneTransforms, RootBone, MaterialsProcessed, LoadedTexturesCount, and GeneratedTexturesNamesCount). You might need to update your code.
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-The Materials creation system has changed. Now Textures are pre-loaded and Materials are created all at once. To use the old behavior, turn on your AssetLoaderOptions LoadMaterialsProgressively field.
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-Changed Settings ScriptableObject to avoid serialization issues. *Note: You might need to re-configure your TriLib Settings in the Project Settings area.
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-Changed the FBXReader.PivotMode static field value to FBXPivotMode.PreserveRotationPivot. If you have any pivot issues loading your model, please switch it back to FBXPivotMode.Legacy.
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-Added TRILIB_ENABLE_UWP_THREADS compiler directive. Enable this on the Edit->Project Settings->TriLib menu. Enabling this will enable threaded loading in UWP platforms.
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2.1.2
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Changelog:
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-Fixed FBX bone recognition bug.
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-Fixed FBX negative geometry indices bug.
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-Fixed FBX invalid bone referencing bug.
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-Fixed FBX ASCII exponent value bug.
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-Added FBX mesh tangent importing.
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-Added FBX MergeSingleChildDocument option to allow merging single root child document nodes.
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-Fixed PLY vertex color parsing.
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-Fixed PLY texcoords parsing.
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-Fixed ScriptedImporter Unity 2020.2 bug
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-Fixed splash screen.
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-Fixed normals calculation.
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-Fixed duplicated names bug.
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-Added CancellationTokenSource Asset Loader Option, used to cancel the loading on demand.
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-Replaced file-based runtime importer disabling by compiler directive-based importer disabling.
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2.1.1
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Changelog:
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-Added the PivotPosition Asset Loader Option.
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-Added option to disable in editor file-formats importing.
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-Fixed iOS StandaloneFileBrowser bug.
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-Fixed bug where OBJ geometry groups were not created correctly.
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-Fixed PLY big-endian loading issue.
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-Fixed glTF Draco loader.
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-Fixed glTF Quantitized loading.
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-Fixed OBJ reader NaN parsing.
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-Fixed FBX bug where a single layer was referenced by more than one animation stack.
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-Fixed textures compression issue.
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-Fixed alpha materials creation issue. TriLib was creating an alpha material even for meshes that don't use transparent textures or alpha values.
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-Fixed mip-maps generation bug.
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-Fixed misc. bugs.
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2.1.0
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Changelog:
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-Deprecated Specular Material Mode (now all maps and colors are converted to the Metallic workflow).
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-Deprecated Autodesk Interactive Materials for the same reason as above.
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-Refactored FBX Material system.
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-Standard/Universal/HDRP update/fixes.
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-Fixed issues with duplicated GameObject names.
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-Fixed colliders generation.
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-Fixed FBX parent GameObject when there is only a single child.
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-Fixed FBX orientation issues.
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-Fixed PLY materials importing.
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-Removed obligatory FBX animations resampling.
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-Removed FaceBuilder sample for refactoring.
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-Added a sample on how to load extra animations.
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-Added FBX animation curves tangent importing.
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-Added visibility FBX animation curves importing.
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-Added the ResampleFrequency loader option, used to define the frequency of FBX animation curves resampling.
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-Added PLY textures importing.
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-Added gLTF blend-shape name importing.
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-Wiki: Added Blender PBR material workflow video tutorial.
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2.0.17b
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Changelog:
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-Fixed regression issue preventing TextureMappers from executing.
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-Fixed gLTF specular materials processing.
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-Fixed StandardAlpha reflections.
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-Refactored gLTF reader for improved performance.
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-Added ScaleFactor processing to 3MF and PLY readers.
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2.0.17
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Changelog:
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-Fixed Android issues.
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-Fixed ScanForAlphaPixels feature.
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-Fixed PLY orientation issues.
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-Fixed STL orientation issues.
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-Fixed FBX ASCII parser issue.
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-Fixed FBX animation baking issue where there is only one keyframe at the curve.
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-Refactored FBX loader. Now TriLib won't duplicate meshes unless they have different Geometric matrices.
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-Refactored textures offset and scaling processing. Now any material texture can change the material offset and scale.
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-Refactored the way TriLib maps Root Bones. Some Models include more than one Skinned Mesh hierarchy, so now Root Bone Mappers work with a List of Transforms.
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-Dropped gLTFLoader dependency.
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-Added STL color support (via vertex-color).
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-Added KHR_texture_transform GLTF extension support.
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2.0.16
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Changelog:
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-Added missing GLTF2 Mesh Primitive Modes: Triangle Fan and Triangle Strip.
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-Allowed GLTF2 skinned meshes without bindposes to load.
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-Refactored STL ASCII parser.
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2.0.15b - HotFix
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Changelog:
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-Removed broken Assembly Definitions.
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2.0.15b
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Changelog:
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-Refactored Textures loading system, so there is only one Texture in CPU memory per-load now.
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-Dispatcher system refactoring.
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-Fixed bug with FBX blend-shapes having invalid rotation values.
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-Fixed bug with FBX files missing objects definition count.
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-Fixed bug with FBX vertex-colors.
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-Fixed FBX bug when animations don't have any layer.
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-Fixed Avatars position issue.
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-Fixed generation of LODGroups with more than one LOD group mesh.
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-TriLib now uses the Unity internal File Browser when working in the Editor.
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-OBJ reader and processor refactoring.
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-Removed GLTF validations.
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-Added TransparencyFactor parsing to FBX materials.
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-Added Textures scaling/offset importing. This must be enabled with "AssetLoaderOptions.ApplyTexturesOffsetAndScaling".
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-Added UseAutodeskInteractiveMaterials loading option. Enable it when you want to use AutodeskInteractive materials if suitable.
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Version Notes:
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The "Map" method from MaterialMapper is executed in parallel Threads now.
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If you want to call a code in the Main Thread from this method, use the "Dispatcher.InvokeAsyncAndWait" method.
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Keep in mind that your called method must implement the "TriLibCore.Interfaces.IAwaitable" to indicate when the method task is complete.
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2.0.15
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Changelog:
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-Added the LoadTexturesAsSRGB loader option to load textures as sRGB (enabled by default).
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-Added LODScreenRelativeTransitionHeightBase to set the initial relative transition height when creating LOD Groups.
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-Fixed PLY binary reader.
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-Fixed headless mode Material Mappers inclusion (You can set the material mapper via the -trilib_mappers command line parameter).
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-Fixed linear colorspace texture issues.
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-Fixed avatar root position issues.
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-Fixed LOD Groups creation.
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-Fixed FBX accessors out-of-bounds bug (Some FBX files contains invalid data, which TriLib ignores now).
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-Fixed FBX animation start-time regression bug.
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-Fixed HDRP material mapper checking name.
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-Fixed HDRP mask textures creation.
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-Fixed GLTF materials.
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-Changed FixNormalMaps loader option behavior. Now it does the normal map to use the ABBR channel scheme instead of the RGBA.
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-Deprecated AssetLoaderOptions.AddSecondAlphaMaterial and AssetLoaderOptions.UseAlphaMaterials settings in flavor of adding the AlphaMaterialMode setting.
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-Deprecated AssetLoaderOptions.Enforce16BitsTextures. Now all textures are loaded using their original bit-depth.
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-Deprecated AssetLoaderOptions.IndexFormat. Now All meshes are created with 32 bits indices.
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-Added TRILIB_USE_UNITY_TEXTURE_LOADER compiler directive to use Unity internal image loader instead of stb_image.
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-Added tangents loading to GLTF meshes.
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-Added FbxReader.PivotMode to change how TriLib handles FBX mesh pivots (Experimental).
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-Added StlReader.FixInfacingNormals option to fix in-facing normals on STL meshes (Experimental).
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2.0.14b
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Changelog:
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-Fixed regression bug on FBX animations.
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-Fixed HDRP materials.
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2.0.14
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Changelog:
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-Refactored FBX mesh generation.
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-Fixed StandaloneFileBrowser not opening on Windows.
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-Fixed STL flipped normals bug.
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-Fixed GCHelper.cs always running bug.
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-Fixed GLTF blend-shape animations bug.
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-Fixed GLTF roughness values.
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-Fixed FBX ASCII reader bug with out-of-range properties.
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-Fixed ImporterEditor references on newer Unity versions.
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-TriLib now fixes out of unit-range normals.
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-TriLib now figures animation lengths when FBX files have invalid LocalStop and LocalStop properties.
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-Removed bone weight limitations.
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-Added GLTF metallic texture creation to simulate metallic values when there is no texture available.
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-Added UseUnityNativeTextureLoader loader option to use Unity builtin texture loader instead of stb_image.
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-Added UseUnityNativeNormalCalculator loader option to use Unity builtin normal calculator.
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-Added GCHelperCollectionInterval loader option to set the interval GCHelper takes to release a loading model.
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-Added SimpleCustomAssetLoader sample.
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2.0.13b
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Changelog:
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-Fixed material/texture issues.
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-Removed the LoadHumanoidAnimationFromFilePicker sample for refactoring.
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-Added StandaloneFileBrowser sources.
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2.0.13
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Changelog:
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-Mesh system refactoring.
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-Memory management refactoring.
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-Fixed TriLibSettings.
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-Fixed GCHelper bugs.
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-Fixed model readers selection bug.
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-Fixed FBX PostRotation bug.
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-Now selecting materials on sample models depending on the rendering pipeline.
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-Implemented texture compression.
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-Implemented FBX ByPolygon geometry type.
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-Implemented texture CPU memory deallocation.
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-Not preventing the creation of colliders on animated meshes anymore.
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-TriLib now tries to guess the downloaded model extension by the URL.
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-Fixed misc bugs.
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2.0.12b
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Changelog:
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-FBX reader refactoring.
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-Fixed Avatar orientation issues.
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-Fixed UniversalRP/HDRP Material Mappers automatic assignment.
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-Fixed ByNameHumanoidAvatarMapper.
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-Fixed progress handling.
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-Added Thread names option.
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-Added deprecation warnings on the compilation.
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-Added Version Notes area.
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-Added Material Mapper settings to Project Settings/TriLib area.
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-Added TriLibSettings ScriptableObject used to save settings per project.
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-Added the ForceGCCollectionWhileLoading option to release memory promptly while loading the model.
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-Deprecated ResampleCurves loader option.
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-Renamed the SFB namespace to TriLibCore.SFB (*See notes).
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-Fixed AssetDownloader sample error.
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Version Notes:
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Since TriLib 2.0.12, the 'SFB' namespace has been replaced by the 'TriLibCore.SFB' namespace to avoid conflicts with the vanilla StandaloneFileBrowser.
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To fix errors related to the 'SFB' namespace, replace the 'SFB' namespace from your code with the 'TriLibCore.SFB' namespace.
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If you need any guidance, send a message to 'contato@ricardoreis.net'.
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2.0.11
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Fixed FBX animations with empty component keys issue.
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Fixed FBX material indices issue.
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Added FileShare.Read when reading file streams.
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Small refactoring.
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API Docs update.
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Moved Universal and HD pipeline scripts to their namespaces. (User code may need to be updated)
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2.0.10
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Fixed negative matrix scale values bug.
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Fixed OBJ MTL space in filenames bug.
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Fixed GLTF animation baking issues.
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2.0.9
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Fixed AssetLoaderZip options reference issue.
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Added conditional OnLoad and OnMaterialsLoad calls.
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Material indices fixing/refactoring.
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Fixed Standard Materials alpha.
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FBX Mesh creation refactoring.
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Added "EnsureQuaternionContinuity" loader option.
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Added "UseMaterialKeywords" loader option.
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Disabled the "SampleBindPose" loader option by default to improve avatars' compatibility.
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Disabled compiler warnings (false positives).
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2.0.8
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UniversalRP Material fixes.
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AssetDownloader FileExtension parameter requirement message.
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Added code to suppress GLTF validation.
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Fixed AssetLoaderZip infinite error callback.
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Fixed Texture creation bugs.
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Fixed HumanoidRetargeter bug.
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Remove Animation Mappers from default Asset Loader Options.
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2.0.7
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Fixed FBX Mesh bones issue.
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Improved T-Pose enforcement.
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Improved Humanoid Avatar creation.
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Added GLTF Draco Decoder native libraries.
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Added Humanoid Animations importing Sample.
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Fixed GLTF Draco Decoder inclusion issue.
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Fixed Shader Variants inclusion issue.
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Fixed Material float Property value multipliers.
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Deprecated Roughness Material mode.
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2.0.6
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Fixed FBX Mesh normals importing issue.
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Fixed Normal Maps creation issue.
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2.0.5
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Fixed ScriptableObject creation on the editor (TriLib was always replacing the existing Mapper assets).
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Fixed ImportColors, ImportMeshes, ImportMaterials, and ImportTextures option not working on some file-formats.
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Fixed Mesh normals calculation.
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Fixed Mesh tangents calculation.
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Added OBJ vertex-color support.
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Unrestricted bones-per-vertex option disabled for tweaking. Will be re-enabled on the next update.
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2.0.4
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Added AssetLoaderOptions editing to TriLibScriptedImporter.
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Fixed DestroyImmediate bug on AssetLoader.cs.
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2.0.3
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Added initial 3MF support.
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Fixed in-editor Mesh instancing memory leak.
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Fixed in-editor Material naming warnings.
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Moved pre-allocations inside AssetLoaderOptions.
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Fixed missing Scripts in demo scenes.
|
||
|
|
||
|
2.0.2
|
||
|
Added GLTF 2 Sparse Accessors support.
|
||
|
|
||
|
2.0.1
|
||
|
Material Mapper refactoring.
|
||
|
Added experimental UniversalRP and HDRP support.
|
||
|
|
||
|
2.0
|
||
|
Initial TriLib 2 Asset Store release.
|
||
|
|
||
|
1.9.0
|
||
|
Fixed missing animation components assignment
|
||
|
Fixed aiMaterial_GetShininessStrength and aiMaterial_GetShininess values reading
|
||
|
Added options to: Disable Automatic Models loading on Editor, Disable Native Plugins checking, Disable Deprecated Versions checking on Project Settings.
|
||
|
Added button to configure Native Plugins metadata on Project Settings.
|
||
|
Moved TriLib menu items to Project Settings.
|
||
|
Removed hard-coded references to TriLib install path on samples, allowing users to run the samples when TriLib is installed on a different folder.
|
||
|
Deprecated AssetLoaderOptions.ForceAnimationComponents field
|
||
|
|
||
|
1.8.9b
|
||
|
WebGL native libraries reference fix
|
||
|
|
||
|
1.8.9a
|
||
|
Replaced WebGL libraries
|
||
|
|
||
|
1.8.9
|
||
|
STEP reader fixes
|
||
|
3DS progress handler fix
|
||
|
FBX reader fixes
|
||
|
GLTF2 reader fixes
|
||
|
GLTF reader fixes
|
||
|
MD4 reader fixes
|
||
|
MMD reader fixes
|
||
|
OBJ reader fixes
|
||
|
DAE reader fixes
|
||
|
SMD reader fixes
|
||
|
Removed invalid data checking which was preventing some models from loading
|
||
|
Removed iOS internal ZLIB dependency (using TriLib own ZLIB)
|
||
|
Fixed WebGL issues*
|
||
|
Fixed a bug where older Android devices couldn't accept 32-bits indexed meshes
|
||
|
Fixed a bug where unnamed embedded textures couldn't be loaded correctly
|
||
|
Fixed a bug where temporary textures weren't disposed
|
||
|
Fixed memory leaks
|
||
|
Fixed material transparency issues
|
||
|
Fixed FBX base-64 textures reading bug
|
||
|
Fixed async errors catching
|
||
|
Fixed bug where textures with empty names would cause errors
|
||
|
Fixed samples issues
|
||
|
Fixed misc. issues
|
||
|
Added Hololens 2 experimental support
|
||
|
Added UTF-8 texture path support
|
||
|
Added WebGL template which is used on TriLib demo
|
||
|
Added WebGL utility class JsHelper which contains methods to read file data from Javascript
|
||
|
Added AssetLoaderOptions.UseOriginalPositionRotationAndScale to allow maintaining original model coordinates
|
||
|
Added AssetLoaderOptions.MaterialShadingMode to allow material shading mode selection (Standard, Roughness or Specular)
|
||
|
Added AssetLoaderOptions.MaterialTransparencyMode to allow material transparency mode selection
|
||
|
Added AssetLoaderOptions.LoadRawMaterialProperties to allow custom material data loading. Custom properties will be available on AssetLoaderBase.MaterialData Properties field
|
||
|
Added TIFF images support
|
||
|
Added AssetLoaderOptions fields: ApplyGlossinessScale, ApplyGlossiness, ApplyNormalScale, ApplyMetallicTexture, ApplyOcclusionTexture, ApplyDisplacementTexture, ApplyNormalTexture, ApplySpecularTexture, ApplyEmissionTexture, ApplyDiffuseTexture, ApplySpecularColor, ApplyEmissionColor, ApplyDiffuseColor, ApplyColorAlpha to allow selectively components loading
|
||
|
Added AssetLoaderOptions.DontAddMetadataCollection, when enabled, TriLib will add an AssimpMetadataCollection component to every GameObject child, containing a collection of metadata found while loading the model
|
||
|
Added AssetLoaderOptions.ForceAnimationComponents to enforce Animation/Animator components creation even when there are no animated objects on the model
|
||
|
*Note: WebGL module isn't working on Unity 2019 yet, we are working on a fix for this issue
|