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