Releases: atteneder/glTFast
glTFast 4.4.3 hotfix
Fixed
- Release build only compiler errors
glTFast 4.4.2 hotfix
Fixed
- Offset of accessor into buffer was incorrect for some scalar accessors (#262)
glTFast 4.4.1 hotfix
Fixed
- .NET 4.6 compiler issue (#261)
glTFast 4.4.0
What's new
Added
- Experimental glTF Editor Export (under main menu
File > Export
and via APIGLTFast.Export.GameObjectExport
; #249) - Support for meshopt compressed glTFs (EXT_meshopt_compression; #106)
- Generate Lightmap UVs option in the glTF import inspector lets you create a secondary texture coordinate set (similar to the Model Import Settings from other formats; #238)
- Generic
ICodeLogger
methods that don't require aLogCode
Changed
- Raised required Unity version to 2019.4.7f1 (fixes Burst 1.4 compiler issue #252). If you're on 2019.x, make sure to update to the latest LTS release!
- Less GC due to
CollectingLogger
creating the item list on demand
glTFast 4.3.4
glTFast 4.3.3
Fixed
- Corrected mesh bounds (calculated from accessor's min/max)
- No errors when importing empty scenes
- Removed redundant code
glTFast 4.3.2
What's new
Added
- Completed quantization by supporting UInt8/UInt16 skin bone weights
Changes
- If
skin.skeleton
is properly set,SkinnedMeshRendererRoot
's root bone property will be assigned accordingly - Major animation loading performance improvements by inlining and optimizing hot for-loops
Fixed
- Animation sampler properly defaults to
LINEAR
interpolation in case it is not specified - Correct
LINEAR
animation interpolation due to fixing tangent calculation - Correct
LINEAR
animation interpolation on (quaternion) rotations by ensuring shortest path (#250, #251) - Unlit built-in render pipeline materials have correct texture transform again
- Correct quantized morph target shading by fixing (not normalizing) delta normals and delta tangents
glTFast 4.3.1
Point Clouds (primitive mode POINTS
) has been tested and is approved now (no change in behavior except no more error messages). The created material might not support point rendering in all cases (see #246)
Changelog
Changed
- Point clouds (POINTS primitive mode) are approved now - removed error log
Fixed
- Avoid Burst compiler issue on Windows by using
UnsafeUtility.MemCpy
overSystem.Buffer.MemoryCopy
(#245)
glTFast 4.3.0
Highlights
Burst
Accessor/Buffer conversion jobs are now Burst compiled and much(!) faster
So is glTFast three times as fast now? Well, no. Those jobs only make up a fraction of the overall loading process and are typically performed on a thread. The impact on small assets will not be much. I observed a modest ~8% reduction in loading time testing the glTF-Sample-Models.
Improvement are on larger (more complex geometry) glTFs. A positive exception are glTFs that use sparse accessors (usually on morph targets), where I observed up to 5x speedup!
Texture import settings
Let's you set some texture specific defaults explicitly now
Changelog
Added
- Multiple texture related import settings (thanks @aurorahcx for #215)
generateMipMaps
(default is false)defaultMinFilterMode
(minification; default is linear)defaultMagFilterMode
(magnification; default is linear)anisotropicFilterLevel
(default is 1)
- Unit tests for all vertex/index buffer conversion jobs
Changed
- Performance improvement due to enabling Burst compiler on all vertex/index buffer conversion jobs
defaultMinFilterMode
was changed toLinear
(fromNearestMipmapLinear
). This way textures will fall back to bilinear filtering (FilterMode.Bilinear
) when it was not specified explicitly.GameObject
specifics were moved fromGltfAssetBase
intoGltfAsset
in preparation for ECS- Exposing glTFast assembly internals to glTF-test-framework
Fixed
- Memory corruption when using unsigned byte positions or signed short UVs
- Set
_METALLICGLOSSMAP
and_OCCLUSION
keywords in material editor on texture import (thanks @hybridherbst for #237) - Missing name on some textures
- Incorrect rotations from signed byte quaternions
- Incorrect UVs when using unsigned byte or signed/unsigned short texture coordinates
- Incorrect values converting signed byte encoded tangents
- Correct specular-glossiness materials in spite of (correct or incorrect) presence of metallic-roughness properties (fixes #241)
glTFast 4.2.1
Changed
- Added Burst as dependency
Fixed
- Improved handling corrupted glTF files (thanks [@zharry][zharry] for #230)
- Loading [Ready Player Me][ReadyPlayerMe] avatars with unsupported node extension (
MOZ_hubs_components
) - Loading glTF-binary files that have no buffers or an empty binary chunk (#227)
- Crash and incorrect mesh clustering caused in
MeshPrimitive.Equals
(#224) - Compiler error when Burst is not installed (#222)