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- ==================
- Version 3.26 July 17, 2018
- Fixe for NRE when using MeshBaker packer and null textures
- Fix bug for missing build target Tiezen in 2018.2
- Fix bug importing PVRT compressed meshes which don't support GetPixelBilinear
- Added search filter for LOD levels
- Introduced maxAtlasWidth and maxAtlasHeight which can be set independantly for horizontal vertical packing
- Added horizontal vertical texture packing
- BatchBakerPrefab changes
- Fixes bug where more materials could be assigned than submeshes
- Baked meshes are saved as part of the prefab
- Bake does a better job of cleaning up unused materials
- Added a bake that only updates meshes and materials
- Added log level
- ==================
- Version 3.25 April 26, 2018
- Created a TextureBlender for MetallicRoughness
- Rewrote the texture blenders for MetallicSpecular and Metallic
- Fixed bug with only one texture in atlas if textures for different properties had different tiling.
- Added non texture property average classes so that an average value can be used if not using consider non texture properties
- Fixed issues iwth blending non texture properties with the Standard shader.
- Refactor
- Cleaned up creating of temporary textures used in atlas creation. They are not created on a per atlas basis immediately before use and disposed of immediately afterward.
- Created TextureCombinerPackerOneTextureInAtlas for handling the case of only one texture in atlas.
- Removed code from other TextureCombinerPackers for handling one texture in atlas cases.
-
- ==================
- Version 3.24.3
- Removed references to Procedural Texture which were removed in Unity2018
- ==================
- Version 3.24.2
- Support for meshes larger than 64k
- Big refactor of the texture combining pipeline
- ==================
- Version 3.24.1
- Rewrite of the TextureBlenderStandardMetallic
- Fix bug where mesh was not assigned to prefab when generating skinned meshes with the MultiMeshBaker and assigning to a prefab
- Refactored Texture Combining pipeline.
- Refactored BlendTextureProperty system. Encpsulated code in a separate file.
- Replaced simple bool allTexturesAreNullAndSameColor flags with more informative CreateAtlasForProperty
- Fixed problems when merging atlas rectangles that would occasionally generate strange UV map problems
- Moved everything related to atlas merging into its own file
- ==================
- Version 3.24.0
- Fixed bug where normal map format is not restored if texture is uncompressed
- Added TexturePackerHorizontal, TexturePackerVertical which stack textures in atlas so that textures in atlas can tile horizontally and vertically
- Removed creation of report when using list shaders in scene
- ==================
- Version 3.23.3
- Fixes error when baking skinned meshes in Unity 2017.2. that generated error about skinned meshes lacking skinning information.
- ==================
- Version 3.23.2
- Added integrity check to TextureCombiner so it checks if can find tiled rect after generating atlas
- Fixed bug combining materials that have different tiling on different maps when using 'consider UVs' that would generate 'can't find tiled rectangle' error
- Fixed bug when baking skinned mesh prefabs where prefab would not be built and scene object was destroyed making it impossible to add bones
- Fixed bug when building for Android or Tizen and ASTC compression that would cause pixelated quality in atlases
- ==================
- Version 3.23.1
- Baking children for a grouper now works correctly if there is no TextureBakeResult
- Fixed errors using Unity 2017 with Crunch compression
- Fixed errors using when baking objects with different materials and no TextureBakeResult
- Fixed bug that caused TextureBlenders to use Fallback when other blenders match shader
- ==================
- Version 3.23.0
- Improved 'Consider Mesh UVs' can now be applied with different value to each result material
- Added version number to TextureBakeResults to fix backward compatibility issues.
- Refactored TextureBakeResults so that only resultMaterials is used in all cases. _resultMaterial is depricated
- Fixed bug with Unity 5.4 + with TexturePacker.MeshBakerTexturePackerFast creating black textures
- Fixed bug with MeshBakerGrouper so that it will include bakers with only one source object if desired
- _MetallicGlossMap color if no texture is 0,0,0,1 to fix issues with alpha=0 in map
- Fixed bug when using GroupByStandardShaderMode which would not compare correctly
- Added write texture to TGA code (not yet integrated with UI)
- Refactored "Build Source To Combined Mapping" to use new Consider Mesh UVs
- ==================
- Version 3.22.2
- Fixed bug where submeshes with zero length triangle arrays could be created causing dynamic batching errors
- Fixed bug where submesh triangles not being serialized correctly and causing errors with ShowHide
- Fixed auto generation of multiple materials to handle standard shader modes
- ==================
- Version 3.22.1
- Fixed bug where many submeshes were created if no TextureBakeResult and all source objs share a material
- Fixed bug where UV2 could contain NAN values if using 'copy UV2 to separate rects' and a source mesh has no UV2 channel.
- Refactored platform defines so they all exist only in the MBVersion
- ==================
- Version 3.22
- Fixes so Mesh Baker will work with Unity 2017
- `
- ==================
- Version 3.21
- Modified texture packer to support distributing textures across multiple atlases if total packing exceed atlas size
- Editor window can split atlases when listing shaders in scene
- Texture Baker can distribute across atlases when using the multiple materials feature
-
- ==================
- Version 3.20
- Added include cells with only one renderer checkbox to MeshBakerGrouper
- Changed clustering to use render bounds center instead of gameobject pivot
- Fixed drawGizmos for pie clusters so it matches what is clustered
- Made agglomerativeClustering cancelable
- Massive performance improvment for agglomerativeClustering
- Fixed bug with blendshapes if more than one blendshapes
- Fixed TextureCombiner indexOutOfBounds that occurs if the shader has no texture properties
-
- ==================
- Version 3.19.5 May 26, 2017
- Fix bug in Unity 5.5+ which generated a compile error in import.
-
- ==================
- Version 3.19.4 May 19, 2017
- Cleaned up Mesh Baker Menu
- Added link under Windows for opening Mesh Baker window
- Changed numbering of newly created bakers to match Unity's convention
- Renamed 'Material Bake Result' to 'Texture Bake Result'
- Set the MeshBakerGroup default algorithm to 'Agglomerative' and improved default settings
- MeshBakerGrouper detects if there are already child bakers with objects in list of objects to combine
- Set default _considerNonTextureProperties to false to speed up atlas creation
- Fixed NullPointerException when running texture bake as a Coroutine on a platform that doesn't support it
- Optimize after bake is never called at runtime
- Updated Manual & API docs
- ==================
- Version 3.19.3 March 27, 2017
- Added #IF UNITY_EDITOR to mesh optimization code since it uses UnityEditor. Fixed build error
- Added fix for rounding error with Vector2 which could cause "Cannot find merged rectangle" errors
- Added fix for builing for WAS, reflection classes don't exist
- ==================
- Version 3.19.2 March 13, 2017
- Fixed bug with blend shapes if using the same Mesh Baker multiple times
- Fixed bug with GroupByFilterStandardShaderMode so groups correctly
- Fixed bug if using a mesh with no UVs and using the 'consider UVs' feature would get Can't find merged rect error
- ==================
- Version 3.19.1 Febuary 15, 2017
- Fixed bug with creating temporary bake results
- Added conditional version code for LOD groups only for 5.1 and greater
- Added conditional version code for mesh.Optimize for 5.6 and greater
- Speed up for agglomerativeClustering
- ==================
- Version 3.19 December 31, 2016
- - Modified 'can bake without baking textures first'. Now collects all materials and maps each mat to its own submesh
- - Removed limitation where first mesh must have all materials
- - Fixed bug with MeshCombiner checking objsInCombined list if user has deleted some of these
- - Batch Prefab Baker calls .ClearMesh before trying to bake so combiner isn't contaminated by previous bakes
- - TextureCombiner creates temporary textures for missing textures earlier in the pipeline. Fixes bugs with
- consider mesh UVs if some materials don't have textures.
- ==================
- Version 3.18 December 8, 2016
- - Agglomerative clustering
- - Fixed error when no clusters.
- - Add button to trigger creating clusters.
- - Add progress bar
- - Added feature for recenter verts to bounds center
- - Fixed bug when deleting parts of combined mesh would leave bones
- - Added optimize after bake
- - Batch prefab baker will create new meshes if targets are same as source.
- - Can use tools for adding objects to remove objects from bakers in a bulk operation
- - Cluster grouper can group by LOD level
- ==================
- Version 3.17 November 22, 2016
- - New Agglomerative cluster type in the MeshBakerGrouper
- - Performance improvements when adding and deleting bones. Uses HashSets instead of traversing lists
- - Added a "select objects to be combined" convenience button
- - Added ability to sort objects to be combined along an axis. Usefull for transparent shaders
- - Can populate rows in batch prefab baker from prefab instances in scene
- - A number of minor fixes
- ==================
- Version 3.16.3 October 25, 2016
- - Added regular expression field for filtering game objects to be added in the add objects to bakers window
- - Fixed bug with "list shaders in scene" which generate exceptions if a file is modified
- - MeshBakerGrouper does not create bakers if there are no objects or only one object in a cell
- ==================
- Version 3.16.2 October 8, 2016
- - Added support for the new Texture Import API in Unity 5.5
- ==================
- Version 3.16.1 September 16, 2016
- - Added support for blend shapes
- - Mesh Baker can now convert 'optimized' meshes to be readable
- - New UV2 option. If source objects have custom UV2 layout, this can be preserved when copying to combined mesh
- ==================
- Version 3.16.0 September 6, 2016
- - Fixed bug with "Open Tools For Adding Objects" window. Texture baker tab would hang.
- - Fixed Bake Meshes in Place Bug if folder path is not set and bake is clicked
- - Fixed bug where MeshBakerGrouper bug can include renderers not in texture baker
- - Converted texture baking to a coroutine so texture baking at runtime can take place across several frames.
- - Fixed bug and refactored the _considerUVs option that merges textures.
- ===================
- Version 3.15.1 August 18, 2016
- - Fixed bug preventing MultiMeshBaker from displaying.
- ===================
- Version 3.15.0 August 9, 2016
- - Fixed bug with merge overlapping textures where textures would map to wrong parts of the atlas.
- - Cleaned up variable naming in merge overlapping textures code
- - Refactored merge overlapping textures
- - Added fields to MB3_TextureBakeResults for samplingEncapsulatinRect, sourceMaterialTiling, samplingRectMatAndUVTiling, srcObjName
- - Improved comments in the code.
- - Removed unused variable references to get rid of warnings.
- ====================
- Version 3.14.0 July 15, 2016
- - Added multi object editing support to the MB3_MeshBaker and MB3_TextureBaker
- - Added support for TextureBlenders to provide better blending of non-texture properties such as _Color with textures
- - Updated the manual
- ====================
- Version 3.13.1 April 27, 2016
- - Added button to the batch prefab baker to automate creating prefabs
- - Improved the BoneWeightCopier script to copy normals, position and tangent as well.
- =====================
- Version 3.13.0 April 13, 2016
- - Changed Fix out of bounds UVs to 'Consider Mesh UVs'
- - Added candy striping to multiple materials section of the inspector
- - Changed 'Consider Mesh UVs' so it works for UVs that are not out of bounds. Only parts of source textures that are used are copied to atlas
- - Added a feature for Merging UV rectangles in the atlas if the source rectangles overlap and it would be more efficient to use a combined
- rectangle than two separate rectangle
- ======================
- Version 3.12.3 Feb 20, 2016
- Fixed bug where GroupBy filters are not found if an assembly cannot be loaded
- Added UV2 unwrapping parameters to user interface.
- Fixed bug with multiple materials and out of bounds UVs doesn't work if "out-of-bounds-uvs" is checked.
- ======================
- Version 3.12.2 Dec. 9, 2015
- - Fixed bug with the Mesh Baker Grouper. It was adding multiple objects multiple times which created errors when baking.
- - Added button to the batch prefab baker to automate creation of result prefabs.
- ======================
- Version 3.12.1 Nov. 20, 2015
- - removed two references to UnityEditor in the runtime scripts and a variable not used warning.
- ======================
- Version 3.12.0 Nov. 20, 2015
- - Mesh Combiner API now handles combining objects with no Texture Bake Result if all objects use the same material
- - Bones are not duplicated in bones array if bones are shared.
- - Updated TextureCombinerFast shaders. These ones work much better
- - Fixed bug with TextureCombinerFast normal maps being converted to Unity format twice
- - Added UV3 and UV4 channels for Unity 5
- - Added a script for applying same bone weights to the seams of skinned meshs to make customization of character meshes easier
- ======================
- Version 3.11.1
- - Fixed bug using Mesh Baker without first baking textures that caused materials to be Instanced.
- ======================
- Version 3.11.0
- - Includes a new Mesh Baker Texture Packer Fast option to pack textures on using the GPU instead of the CPU
- ======================
- Version 3.10.3
- - added a MaxAtlas size field to replace the code that tried to predict based on platform
- - added code to grabe the _Color property from the first material
- ======================
- Version 3.10.2
- - Fixed bug preserve lightmapping.
- ======================
- Version 3.10.1
- - Fixed serious bug where meshes with tiling UVs would not be detected
- - Modified editor functions so it is easier to customize bake behaviour
- ======================
- Version 3.10
- - Improved handling of missing textures in Standard shader. Much better code for choosing reasonable colors
- - Fixed typo on "Search For Meshes" tab
- - Increased the size of space in atlas for missing textures to 16x16 to help with color bleeding
- - Fixed missing SpecGlossMap in names to look for
- - Fixed bug where tag and layer are not set the first time objects are added to a baker
- ======================
- Version 3.9
- - Meshes are cached after being analyzed improves performance
- - Added group by option for already added to baker
- - Added filter option for already added to baker
- - Mesh Baker tries to use a default color if there is no texture
- - Fix so Mesh Baker works from plugins folder
- - Fix for outOfBoundsUVs report false positive
- ======================
- Vesion 3.8.1
- - Minor fix stops errors creating new baker caused by uneeded debug statement.
- ======================
- Vesion 3.8
- - Fixed bug setting normal map for _Normal and _DetailBumpMap
- - Can set normal map treatment for custom shader properties
- - Can easily add custom filters to the group by
- - Doesn't create atlas if all source textures are null
- - Progress bar for list material in scene report
- ======================
- Version 3.7.4
- - Fixed bug with mesh baker on its own game object
- - Fixed bug generating assets using tools for adding objects
- ======================
- Version 3.7.3
- - Refactored the tools for adding objects window so it is much more flexible and can create bakers directly
- - Added texture property names to support the new standard shader.
- ======================
- Version 3.7
- - Fix for tiny images being scaled to zero when atlas is larger than maximum size
- - Fix for auto generate mesh bakers bug not finding the Mesh Baker
- - Can be configured to produce only power of two textures
- ======================
- Version 3.6.1
- - Bug fixes for Unity 5 compatible
- ======================
- Version 3.6
- - Updated to be compatible with Unity 5
- ======================
- Version 3.5.1
- - Added gizmos to the MeshBakerGrouper
- - Added button to bake all child MeshBakers of a MaterialBaker
- - Added button to disable renderers of child material baker
- - Fixed bugs where multi-mesh bakers would not bake when baking all bakers.
- ======================
- Version 3.5
- - Added the MB3_MeshBakerGrouper component
- - Removed many of the default arguments from the example scripts which caused build errors on iOS
- ======================
- Version 3.4.1
- - Fix bug with IndexOutOfBounds exception when baking without TextureBakeResults
- - Fix NullPointerException when no objects in list of objs to combine
- - Added warning when buffers have been cleared and no objects in instance2combined map
- ======================
- Version 3.4
- - Border color of textures in atlas bleed into the padding. Fixes problems with mipmaps picking up padding color
- - Can bake objects without creating an atlas as long as they all use the same set of textures.
- - Better memory allocation when creating atlases.
- - Added MB3_DisableHiddenAnimations to disable animations that are not playing
- - Added checkbox to clear buffers in baker after bake. It is rare that a user would want the buffers.
- ======================
- Version 3.3.1
- - Fixed bug when user uses a prefab asset in the result scene object field
- - Displays error if user tries to bake a mesh that has read/write = false
- ======================
- Version 3.3
- - Fixed a bug where list of objects to combine produced null pointer exception
- - Added BatchPrefabBaker
- - Generated normal maps (when no normal on source) are now neutral normal color
- ======================
- Version 3.2.1
- - Fixed bug where creating source to combined mapping for multiple materials would add source mat multiple times
- - Added several examples and explantions with other Examples
- - Optimization where uvs are not adjusted if there is only one texture in the atlas
- ======================
- Version 3.2
- - Fix error creating new bakers
- - Fix error baking into prefab if have not baked scene object first.
- ======================
- Version 3.1
- - Hides debug statment in multi-mesh-combiner
- - Sets default size of texture combiner to 2048
- - Removes references to legacy scripts in MB2_UpdateSkinnedMesh scripts.
- ======================
- Version 3.0
- - Big refactor to simplify code.
- - Cleaned up API
- - removed a number of unecessary parameters from function calls
- - Made method names more consistant
- - More code is shared between MeshBakerCommon and subclasses
- - Mesh combiners inherit from a proper superclass
- - Handles objects with negative scale
- - MeshCombiner now handles creation and storing of ResultSceneObject
- ======================
- Version 2.11.8
- - Fixed bug with BuildSceneObject so it sets the targetRenderer in the MB2_MeshCombiner
- - Enforces expected structure of CombinedMesh scene object
- - Warning when using Unity's texture packer
- - better interface for AddDeleteGameObjectsByIDs
- ======================
- Version 2.11.7
- - Fixed bug with generating UV2 for multi mesh baker
- ======================
- Version 2.11.6
- - Fixed bug where meshes could not be combined if the original meshes had been deleted from the scene
- - Added warning if skinned mesh has been optimized.
- ======================
- Version 2.11.5
- - Fixed bug where combining skinned meshes did not work correctly
- - Fixed bug with validation which required resultMaterial to be set when doing multi material
- ======================
- Version 2.11.4
- - Improved update so developer has control over which channels are updated.
- ======================
- Version 2.11.3
- - Fixed problem copying normal maps to atlases.
- ======================
- Version 2.11.2
- - Better calculation of ideal atlas size.
- ======================
- Version 2.11.1
- - Fixes error displaying suggested treatment for overlapping submeshes
- ======================
- Version 2.11
- - Removed/fixed lines of code that generated warnings
- - Add feature that suggests what can be done if meshes don't bake
- - If only one texture in an atlas then original textures are re-used
- - Refactored much of the texture combining code
- ======================
- Version 2.10
- - Changed the internal representation to store instanceIDs instead of GameObjects
- this makes it possible to remove destroyed objects as long as the ID instance ID is remembered.
- - Added a flag to make validation optional.
- - Improved UpdateApproximateBounds and added two scripts that can be do this
- - Improved the logging class
- - Fixes errors when switching the output after a bake
- - Added a version field so dependent projects know the version
- ======================
- Version 2.9.1
- Fixes a minor issue where a warning is displayed when skinned meshes
- contain no meshes.
- ======================
- Version 2.9
- Moved all UnityEditor class usage to classes in the Editor folder
- To do this an interface MB2_EditorMethodsInterface and class MB2_EditorMethods were created.
- Created new Logging class for better debug tracing
- There were a number of changes to the API
- MB2_MeshCombiner.Apply takes a delegate function for Generating UV2. This should be null when called at runtime and set to Unwrapping.GenerateUV2 when called from the editor.
- These methods require an instance of MB2_EditorMethods when called from the editor. The parameter should be null or ommitted when called at runtime.
- doCombinedValidate
- CreateAndSaveAtlases
- These methods were moved to MB2_EditorMethods
- SaveMeshsToAssetDatabase
- RebuildPrefab
- ======================
- Version 2.8.3
- Fixed bug where can only create one result material when creating multiple result materials
- Fixed bug when baking all bakers in scene if one has no objects
- Cleaned up error message when have not created texture bake results
- ======================
- Version 2.8.2
- Added Mesh Baker texture packer
- Added button to auto generate source to combined material mappings from objects to combine
- Changed texture format messages from warnings to info messages
- Fixed null pointer exception when baking assets in place
- cleaned up code in TextureCombiner
- Added Show/Hide to the API which just updates triangles
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