327 lines
20 KiB
Plaintext

/////////////////////
MT ASSETS
CHANGELOG
/////////////////////
v3.2.0
- Added support for Emissive Maps and Emissive Map Colors. Support is in experimental status.
- Demo scenes have been updated.
- The documentation has been updated to reflect the new changes.
v3.1.0
- The default format generated by EMC texture processing has been changed from ARGB32 to RGBA32.
- Added options to copy the Primary UV of the merged mesh to other UV Channels in the Combined Mesh Manager.
- In the "Material To Use" variables in the Editor, a "+" button has been added that allows you to quickly create a new
Material, and save it locally in the project.
- Fixed a bug that caused some merged models to appear darker, when they had Normal Maps.
- Fixed a bug that very rarely caused merging to fail due to the 64k vertex limit error.
- It is now possible to control the compression quality of textures generated by EMC, through the "Just Material Colors"
and "All In One" merge methods. This control is done through the "Texture Compression" property.
- Pink Normal Maps fix has been extended for better compatibility.
- The Lightmaps Support framework has been revised, and more settings are available.
- Now, the meshes resulting from merging done in the Editor have a Suffix, to make it easier to find them later.
- Some new reliability mechanisms for Lightmap Support, have been added.
- Support for Material Colors has been added. You can now enable Material Colors support in blends that use the "All
In One" method. When activating this feature, the texture that will go to the Atlas will be colored with its
respective Material color, in the same way that Shaders do.
- Now, textures not found in their original materials before merging in "All In One", will no longer be highlighted
in the Atlas as the Red color, but the White color so that they are still compatible with the Material Colors.
- The EMC demo scenes have been updated to demonstrate new functionality and for greater clarity.
- The documentation has been updated to address the new changes.
v3.0.7
- ****
WARNING:
- In this version, the Easy Mesh Combiner path has been changed from "/Assets/MT Assets" to
"/Assets/Plugins/MT Assets", for better organization of your project. Because of this, before installing this new
version in your project, delete the "Easy Mesh Combiner" directory present inside your project
in "/Assets/MT Assets".
The folder "/Assets/MT Assets/_AssetsData" must be kept if you intend to undo any merges already made at some
point. But if you want to move this folder, undo all existing merges in your project, then delete this folder. After
that, just redo the merges and then the files will be generated in the new default path automatically by the tool.
If you have any questions, feel free to contact support at "mtassets@windsoft.xyz"!
****
- Some small adjustments have been made to the tool's UI to improve it.
- The tool has been updated to fully support Unity 6+!
- There is MUCH, MUCH more to come soon! :)
v3.0.6
- In HDRP and URP the default selected properties names for main textures have been changed to match the new
default names for Shader properties.
v3.0.5
- In this small update, the tool has been updated to include links to the new MT Assets Community on Discord. You
can join the community for support, ask your questions, submit suggestions, and interact with the dev
community! Come be part of the community and make it even better!
MT Assets Community on Discord: https://discord.gg/44aGAt4Sv4
v3.0.4
- An attempt was made to fix a bug that messed up the position of the mesh resulting from the merge when merging
meshes thar are in movement using the Runtime Mesh Combiner. There are new best practices and recommendations
for you to combine meshes that are in movement during your game's runtime, please read the Documentation for
more details!
IMPORTANT: IF YOU ARE STILL HAVING AN ISSUE WITH THIS MOVING MESHES MERGE BUG DURING RUNTIME, PLEASE REPORT THE
ISSUE TO SUPPORT VIA EMAIL "mtassets@windsoft.xyz", I WILL BE HAPPY TO HELP! :)
- The Runtime Merge Demo scene has been updated to show merging effects in a static environment (meshes that are
not moving) and in an environment with moving meshes (meshes that are moving across the scene).
- Now the Runtime Mesh Combiner component will no longer merge meshes if you place it in a GameObject that already
contains a Mesh Filter and Mesh Renderer component, as the Runtime Mesh Combiner needs a GameObject that does
not contain these two components in order to merge without problems.
- The documentation has been updated to contain new tips and more details on how the Runtime Mesh Combiner
component works, especially regarding moving mesh merges during Runtime.
v3.0.3
- Now the officially supported minimum version is Unity 2019.4 or higher. Support for this version of Unity or
higher will make it possible to add different new features and improvements in the future. This change also aims
to ensure that the tool can always have mature, stable and continuous update support!
- Minor layout adjustments have been made to the Mesh Combiner Tool's UI to ensure greater perfection in the
latest Unity versions.
v3.0.2
- Added one more helpful hint to Easy Mesh Combiner documentation.
v3.0.1
- ** WARNING: This is a major update for the Easy Mesh Combiner! Several improvements have been made and
incredible new additions too! **
-
- The documentation has been completely redone and updated as well. Now the new documentation is more modern
and more beautiful, it can be found in the folder "_Documentation/Documentation.html" and you can open it
directly from within your Unity Editor. If your project still has the old "Documentation.zip" file, you can
delete it without any problems.
- Some fields that were used only for internal codes, but which were not used for external scripts, were hidden
to avoid confusion.
- Some minor changes, optimizations and improvements have been made to the Editor UI.
- Some extra warnings have been added to make sure you stay on top of everything before merging!
- Now, after the merge is finished, Easy Mesh Combiner will display the merge processing time.
- The Combined Meshes Manager has been rewritten to adapt to the new functions of the Easy Mesh Combiner. He
also underwent some minor optimization and UI changes.
- The Combined Meshes Manager UI will now adapt according to the chosen blending method and other parameters.
- Combined Meshes Manager now has a bulletin board to communicate with you if you encounter any problems with
the merge.
- It will now be possible to export the Atlas generated during the merge. Through the Combined Meshes Manager.
- Easy Mesh Combiner now has a selection of "Combine Method". Through this selection, you can choose which
Combine Method Easy Mesh Combiner will use to combine your meshes!
(If you are a user of the Skinned Mesh Combiner MT tool, you already know how it works!)
- New Combine Method added: One Mesh Per Material. This method of blending works identically to the way in which
Easy Mesh Combiner has always worked! This is the standard Combine Method.
- New Combine Method added: All In One. This method of merging supports and generates Atlas from the meshes that
have been selected for merging. In this merge method the Easy Mesh Combiner will combine the meshes that
have Tilings (in order to preserve the quality of these meshes as much as possible) and combine the meshes that
do not have Tilings, all together, generating an Atlas with various textures. You can decide how many textures
an Atlas can have, if you want to have a better control of the quality that each texture will have in the Atlas.
After all, only the mesh resulting from the merge will remain.
- New Combine Method added: Just Material Colors. This method of blending only works with meshes that use only
colors in their materials, instead of textures. This blending method combines all meshes in just one mesh, then
extracts the color from all materials and creates a single Atals texture that works as a color palette,
containing all colors for all meshes combined. This will always optimize your meshes to generate only 1 Draw
Call at all times, while still retaining their original colors of the materials.
- Now, when activating "Lightmaps Support", you will see a button called "Deselect Excessive". By clicking on
this button, Easy Mesh Combiner will deselect any excess GameObjects.
- Fixed a bug that caused the vertex count to be increased after merge, in some rare cases.
- Fixed a bug that caused the vertex count to be increased after merge, in some rare cases (For Runtime Mesh
Combiner too).
- New function added to be performed after performing a merge: Now, when completing a merge with Easy Mesh Combiner
you can choose the option "Do Nothing" and so Easy Mesh Combiner will do absolutely nothing after performing
your merge! (For Editor)
- New function added to be performed after performing a merge: Now, when completing a merge with Easy Mesh Combiner
you can choose the option "Do Nothing" and so Easy Mesh Combiner will do absolutely nothing after performing
your merge! (For Runtime Mesh Combiner too)
v2.6.4
- Fixed some minor bugs and minor code changes.
- The option to Optimize the mesh resulting from the merge has been added to the combined mesh manager.
- An option to optimize the mesh was added to the Runtime Mesh Combiner component.
- Now the management buttons of the combined mesh through the Editor, send messages for each action performed.
- A button for quickly adding the Mesh Collider component, has been added to the combined mesh manager.
- The documentation has been updated to contain minor changes and additions made in this version.
v2.6.3
- A bug has been fixed that caused the selection gizmos not to be hidden, after closing the merge window in
the Editor, without combining any mesh.
- The UI of the merge window in the Editor, has undergone some improvements.
- The options for recalculating normals and tangens have been moved from the merge window to the management
component of the combined mesh, which is on the mesh resulting from the merge.
- Fixed a bug that caused disabled daughter meshes to still be combined, even if the "Combine Inactives"
option was unchecked.
- The "Combined Meshes Manager" component now has an option so that it is possible to export the mesh resulting
from the merge, as OBJ, so the editing of this mesh in external modeling software is made easier.
- Now the "Combine On Start" option of the "Runtime Mesh Combiner" has the options of "On Start" and "On Awake",
for greater control of when the merging should occur.
- Now the GameObject that contains the mesh resulting from the merge will always be placed very close to the
first selected GameObject and in addition, it will also be the child of the first selected GameObject.
- The component icons have been slightly updated.
- Now the official version of the Easy Mesh Combiner, is 2019.3.x.
- The documentation has been updated.
v2.5.2
- Correction of small bugs.
- There's more to come, soon!
v2.5.1
- It is now possible to disable the calculation of normals and tangents of the meshes resulting from the merging.
- Correction of small bugs.
- Documentation updated.
v2.4.3
- Correction of small bugs.
v2.4.2
- A bug has been fixed that caused the automatic deactivation of some scripts' Gizmos to stop working.
- Fixed a bug where changing Easy Mesh Combiner UI parameters did not work on some versions
of Unity 2019.3.x.
v2.4.1
- Combined Meshes Manager is now not displayed in the component list.
- Now the Gizmos of the RuntimeMeshCombiner and other components are no longer displayed.
- Now, by default, the option to launch debug logs on the console, is enabled so that in case of any
runtime merging error, you know. You can always disable it if you prefer!
- The documentation has been updated to ensure greater clarity, volume of information, tips and minor corrections!
- Fixed a bug in the creation of prefabs, which affected versions newer to Unity 2018.3.
- Now the meshes that are disabled, will not be included in the run-time merges, even if they are in the list
to merge.
- Easy Mesh Combiner will no longer issue merge warnings about possible problems with Lightmaps, if you
have not checked the support option for Lightmaps.
v2.4.0
- Following the rhythm of Unity Engine versions and to guarantee the good permanent support of this asset,
now the minimum recommended version is 2018.1, however, you can still use this asset in the 2017.4 LTS
version if you prefer. This will allow this asset to always have the latest features and better and
more effective support!
- Fixed a bug that caused the merging of very large meshes to suffer from distortions in the 2018.1
version of Unity.
- Fixed a bug that caused GameObjects to be active, but with MeshFilters disabled, also be combined
while selecting all meshes or a GameObject that contains all meshes in the scenario.
- Easy Mesh Combiner is now able to give an automatic name to the prefab you want to save.
- To avoid problems, Easy Mesh Combiner will now only display the combined mesh management buttons,
in the original meshes and no longer in their respective prefabs.
- The combined mesh manager interface has undergone some changes for clarity. Now the selection of
meshes combined by materials has a scrollview to make things more organized.
v2.3.0
- In this version, some unused files have been removed from the package. For example, the demo scene
materials now use standard Unity shaders. Nothing that will affect the way the EMC works.
- All resources, persistent asset data and other files are now saved in "MT Assets/_AssetsData".
This makes it easy to manage all files generated by MT assets and if you need to remove any asset,
just delete the asset folder. So, even if you want to remove some MT assets from your project, or
update it, you will not lose any files or information that you would like to keep!
v2.2.1
- Fixed a bug that caused the compilation or loading time of the scene execution to increase considerably
in the editor.
v2.2.0
- Now you no longer need to check the option of more than 64,000 vertices to combine giant meshes.
Easy Mesh Combiner can automatically identify the size of the meshes and will select whether the
resulting mesh will be 16 bits or 32 bits.
v2.1.1
- Fixed a compatibility issue with Unity version 2018.1.
v2.1.0
- This major update has brought several enhancements, feature additions, and enhancements to EMC's workflow!
- This update may cause your combined mesh managers of version 1.7.1 or lower to stop working as they
should. Back up your project to revert changes if you prefer. The new combined mesh manager is
better and smarter, read on.
- Minor additions to the asset menu.
- Improvement of some asset codes.
- Improvements to undo actions.
- Updated UI! Easy Mesh Combiner is now more intuitive and optimized for use in the Editor!
- Improvements in displaying merge statistics.
- Added merge log. Through it, you can identify problems in meshes before you merge, and also get
the root of what is causing the problem.
- All EMC source code has been rewritten, optimized and revamped!
- Easy Mesh Combiner will now keep your merge preferences even if you close the editor window.
- Now the merge window continues to update even while it is not in focus. So you can select meshes
while everything is updated automatically!
- Now the Easy Mesh Combiner window will remember which position you left it when you closed it.
- Valid GameObjects selected for merge will now be highlighted in blue. Invalid GameObjects will
be highlighted in red in your scene. (Highlights only appear with the merge window open).
- The option to add a comment to the GameObject resulting from the merge has been removed,
however, you can now choose the name of this GameObject before merging.
- Easy Mesh Combiner should now work smoothly on versions older than 2017.4, but mesh support
with more than 65,000 vertices will not work on versions older than 2017.4.
- Now, when you finish a merge, only 1 new GameObject will be generated that will contain a
single mesh resulting from the merge!
- The resulting GameObject merge will now be positioned as close as possible to the selected
GameObjects to be merged into the hierarchy. The resulting GameObject from the merge will no
longer appear at the end of your scene hierarchy.
- Several improvements made to the combined mesh manager. You now have better mesh management after the merge.
- Fixed a bug where previously disabled meshes are enabled when undoing a merge!
- Fixed a bug when importing this asset for the first time, where a file error message was displayed.
It was more common with Windows 10 users.
- Several interface improvements.
- Fixing a bug that caused Unity to crash (in some versions) upon completion of a merge.
- Documentation updated.
- Added a feature so you can merge and unmerge at runtime, so you can optimize your game even
as it runs, quickly and optimally!
- Added new sample scene to show merge at runtime.
- You can have a complete debug of the merge process at run time.
- Fixed a compatibility issue with prefab creation in the latest versions of Unity.
- The management of combined mesh prefabs has also been improved.
- Better organization of source code.
- There was a slight change in the asset API. Now, to access the API methods of this
asset, use "using MTAssets.EasyMeshCombiner".
- Added function to select all original GameObjects containing X material in combined mesh
manager (after merging using Editor).
v1.7.1
- More interface improvements.
- Small corrections.
- Fix a bug with the welcome message.
- Small housekeeping in scripts
- Added an option to select all the original meshes of a merge.
- You can now include a comment in the GameObject resulting from the merge.
v1.6.2
- Workflow Improvement
- Fixes and enhancements in the user interface
- Improvements in integrated materials
- The compatibility of the tool has been extended among more Unity versions!
v1.6.1
- Small improvements in code.
v1.6
- Improvements in tool interface.
v1.5
- Your merge preferences will now persist even if the merge window is closed.
- Fix of small bugs.
- Small improvements in tool interface.
- Now you can save prefabs from the merge, quickly, just by activating an option before the merge!
v1.4
- The minimum support version is now Unity 2018.1.0f2. This change was made to ensure future improvements to the tool! Stay tuned!
- The 65,000 vertices limit has been removed! Now you can combine your knits without worrying about this limitation!
- Now the tool interface shows the information you are merging.
v1.3
- Small improvements in documentation.
- Improved support for lightmaps in merged meshes!
- Addition of explanations on the merge of meshes and generation of lightmaps in the documentation.
v1.2
- A lot of minor improvements.
- Fix small bugs.
v1.1
- Do not worry about duplicates when saving the meshes combined in your project file!
- If you have saved the merge files in your project files, and you want to undo the merge,
all unnecessary files are also deleted from your project. So you do not worry about memory problems!
- The combined mesh manager now shows you a warning if it detects that one of the meshes combined
does not have any important files.
- The documentation has been contemplated with the new details!
v1.0
- The Easy Mesh Combiner has just been released! I will always be working to support and add new features!
Do you have any suggestions, Bug reports or any problems with using this asset? Contact by email!
(mtassets@windsoft.xyz)
/////////////////////
Email for support
mtassets@windsoft.xyz
/////////////////////