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- 2.0.6
- Fixed FBX Mesh normals importing issue.
- Fixed Normal Maps creation issue.
- 2.0.5
- Fixed ScriptableObject creation on the editor (TriLib was always replacing the existing Mapper assets).
- Fixed ImportColors, ImportMeshes, ImportMaterials, and ImportTextures option not working on some file-formats.
- Fixed Mesh normals calculation.
- Fixed Mesh tangents calculation.
- Added OBJ vertex-color support.
- Unrestricted bones-per-vertex option disabled for tweaking. Will be re-enabled on the next update.
- 2.0.4
- Added AssetLoaderOptions editing to TriLibScriptedImporter.
- Fixed DestroyImmediate bug on AssetLoader.cs.
- 2.0.3
- Added initial 3MF support.
- Fixed in-editor Mesh instancing memory leak.
- Fixed in-editor Material naming warnings.
- Moved pre-allocations inside AssetLoaderOptions.
- 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
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