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Releases: atteneder/glTFast

glTFast 4.4.3 hotfix

27 Oct 20:18
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Fixed

  • Release build only compiler errors

glTFast 4.4.2 hotfix

27 Oct 15:08
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Fixed

  • Offset of accessor into buffer was incorrect for some scalar accessors (#262)

glTFast 4.4.1 hotfix

27 Oct 09:02
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Fixed

  • .NET 4.6 compiler issue (#261)

glTFast 4.4.0

26 Oct 22:55
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What's new

Added

  • Experimental glTF Editor Export (under main menu File > Export and via API GLTFast.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 a LogCode

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

26 Oct 14:47
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Added

  • Option to turn off Editor import by adding GLTFAST_EDITOR_IMPORT_OFF to the project's Scripting Define Symbols in the Player Settings (#256)

Fixed

  • Import of glTFs with no meshes (#257)

glTFast 4.3.3

15 Oct 13:53
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Fixed

  • Corrected mesh bounds (calculated from accessor's min/max)
  • No errors when importing empty scenes
  • Removed redundant code

glTFast 4.3.2

13 Oct 15:45
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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

14 Sep 08:53
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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 over System.Buffer.MemoryCopy (#245)

glTFast 4.3.0

10 Sep 10:46
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Highlights

Burst

Accessor/Buffer conversion jobs are now Burst compiled and much(!) faster

image

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.

image

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 to Linear (from NearestMipmapLinear). This way textures will fall back to bilinear filtering (FilterMode.Bilinear) when it was not specified explicitly.
  • GameObject specifics were moved from GltfAssetBase into GltfAsset 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

26 Aug 16:58
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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)