1004 lines
54 KiB
Plaintext
1004 lines
54 KiB
Plaintext
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[1.75]
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- RigidRoot. Offset activation fix.
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- Blade. Demolition by trigger fix.
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- Combine. Normals fix.
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- UI. Maskfield properties fix.
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[1.74]
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- Connectivity. New Subclusters functionality. Allows to subdivided clusterized shards to smaller subclusters.
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- Activator. Force velocity variation property.
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- Rigid. Velocity activation fix.
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- Rigid. Custom Tag fix for objects with removed tag.
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[1.73]
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- Connectivity. Clusterize fix.
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- Connectivity. Inactive Clusterized cluster demolition fix.
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- Sound. Volume fix.
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- Sound. Copy Sound properties fix.
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- Man. Fragment returned back to pool fix.
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- Dust. Opacity UI fix.
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[1.72]
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- Manager. Local activation fix.
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[1.71]
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- Manager. Migrated Fading by Offset coroutine from Rigid component.
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- Manager. Migrated Activation by Offset and Velocity coroutines from Rigid component.
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- Rigid & RigidRoot. Removed Inactive coroutine. Huge performance gain with a lot of Inactive objects.
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- Connected Cluster demolition fix.
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[1.70]
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- Manager. New Quota Action property.
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Allows to skip object demolition or postpone it to the next frame if demolition time quota for this frame is reached
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- Manager. Only In Editor Debug messages toggle.
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- Manager. Material presets UI changed to dropdown with one set of properties.
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- Manager. Migrated Demolition coroutine from Rigid component.
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- Manager. Storage fix for demolished clusters.
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- Rigid. Activation by Damage fix.
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- Rigid. Convert Fix for Mesh to Connected Cluster demolition.
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- UI fixes.
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[1.69]
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- UI. Support for Revert to prefab, Apply to prefab, Multiple selection difference, Copy/Paste properties.
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- Rigid. Unyielding component support for demolished dynamic Mesh object type.
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Allows to change set specific simulation type for fragments by Unyielding gizmo.
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- How to slice Unyielding Mesh object.
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[1.68]
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- How to build without plugin libraries.
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- How to convert Mesh object to Connected Cluster.
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- How to convert Mesh object to Connectivity structure.
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- Rigid. New Cluster Sim Type property in Cluster Demolition properties.
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Allows to define simulation type for demolished cluster shards and lesser clusters.
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This change provides more flexible and predictable Connected Cluster demolition.
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IMPORTANT WARNING! This update will change behaviour of your Connected Clusters demolition.
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In previous build Inactive Clusters were demolished to Inactive pieces,
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while Kinematik clusters were demolished to partially Kinematik and Dynamic pieces.
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Now Clusters Sim Type property will be used for all demolished pieces. Default value is Dynamic.
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Rayfire Unyielding can be used to keep demolished pieces with original simulation type.
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Make proper changes in your setups in case of update!!!
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- Rigid. Demolished Inactive/Kinematik original Connected Cluster doesn't keep not connected shards anymore.
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- Rigid. Fix for Convert to Connected CLuster with Runtime demolition type.
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- Rigid. Destroy With Delay fix.
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- Rigid. Shard Area property default value changed from 100% to 70%.
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The rest 30% percents of shards will be clustered to several little clusters.
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- Bomb. Damage can be applied to Inactive Connected Cluster per shard level.
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- Bomb. Force applied to Inactive/Kinematik objects only if Activate Inactive/Kinematik properties enabled.
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- Bomb. Chaos property affection is twice lower now.
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- Static property neibAreaThreshold default value changed from 0.01 to 0.005f.
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Provides more precise By Polygon connection type.
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- Glossary.
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[1.67]
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- Rigid. New Convert dropdown property in Mesh Demolition properties.
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- Rigid. Connectivity Convert support for Awake Prefragment demolition type.
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Allows to create MeshRoot / Connectivity / Unyielding setup using single mesh object in Awake.
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- Rigid. Connectivity Convert support for Runtime demolition type.
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Allows to create MeshRoot / Connectivity / Unyielding setup using single mesh object after demolition.
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- Rigid. Connected Cluster Convert support for Awake Prefragment demolition type.
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Allows to create Connected Cluster setup using single mesh object in Awake.
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- Rigid. Connected Cluster Convert support for Runtime demolition type.
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Allows to create Connected Cluster setup using single mesh object after demolition.
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- Rigid. Removed Clusterize toggle property in Mesh Demolition properties. Replaced by Convert property.
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IMPORTANT: If your current setup has enabled Clusterize property set Convertation property to Connected Cluster.
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- Rigid. Fix for Unyielding state setup for sliced object.
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- Rigid. Connected Cluster Amount Integrity percentage fix.
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- Rigid. Connected Cluster demolition fix for custom Layer and Tag.
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- Rigid. Layer and Tag fix for fragments root.
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- Rigid. Reference Demolition fix for Set Active type and random reference list.
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- Manager. Rigid component Velocity cache coroutine replaced in Manager. Velocity cache amount info.
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- Manager. New Only Debug Build toggle. Show Debug.Log messages only in Debug Build.
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- How To use Demolition Event System howto.
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[1.66]
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- Undo/Redo support for all components.
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- RigidRoot. Support for Collapse and Stress initiation By Integrity.
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- RigidRoot. Rotation, Velocity and Angular Velocity fixes for Reset.
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- Rigid. Reference Demolition uses Mesh Demolition Sim Type for reference fragments without Rigid component.
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- Rigid. Default Sim Type property in Mesh Demolition changed from Inherit to Dynamic.
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- Rigid. Demolish method can be used for Rigid with By Method initialization type and None demolition type.
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- Rigid. Support for deep Reference Demolitions.
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Demolition references can contain objects with Rigid with Reference Demolition type and so on.
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- Gun. New Per Shard Damage property. Allows to apply damage to single or to multiple Connected Cluster shards.
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- Gun. Gun can demolish Connected Clusters only with Runtime Demolition Type.
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- Activator. Demolish Cluster property affects only Connected Clusters with Runtime Demolition Type.
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[1.65]
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- Rigid. Decompose property in Advanced Mesh Demolition properties.
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Enabled by default. Should be disabled to slice a tree.
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- Rigid. Precap property in Advanced Mesh Demolition properties.
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Enabled by default. Should be disabled to slice a tree.
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- Rigid. Time limitations fix for objects Initialized at demolition by Damage.
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- Shooting howto.
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[1.64]
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- Shatter. Interactive fragmentation fix for objects with multiple materials.
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- RigidRoot. Fix for RigidRoot Reset with Connectivity and enabled Stress.
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- Debris/Dust. MeshRoot & RigidRoot Reset fix with reused particles.
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- Debris/Dust. Limitations by Size Threshold fix.
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[1.63]
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- Debris/Dust. Improved Pooling system.
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- Debris/Dust. New Burst Variation property.
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- Debris/Dust. Removed Total Amount Burst type.
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IMPORTANT: Update your Debris and Dust components in case you used this property.
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- Manager. Removed Min and Max properties for particles pooling.
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IMPORTANT: Use new pooling system in Debris/Dust components instead.
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- Rigid. Reference Demolition with kinematik Mesh Root activation fix.
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- WebGl build fix.
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- Connectivity Event fix.
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- IMPORTANT: Manually Delete Assets\RayFire\Scripts\Classes\Man\RFPooling.cs file if you update plugin from older builds.
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[1.62]
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- Bomb. Obstacles. Allows to use colliders as obstacles for explosion.
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- Bomb. Directional Explosion. Explode all objects in one direction.
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- Rigid. MeshRoot copies Runtime Caching properties.
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- Rigid. MeshRoot with Sound component fix.
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[1.61]
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- Shatter. Interactive fragmentation mode.
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- Shatter. Custom fragmentation fix.
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- Rigid. Clusterized fragments demolition fix.
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- Rigid. Fix for Sliced object with scaled parent.
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[1.60]
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- Recorder. Support for runtime mesh demolition recording and playback.
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- Recorder. Improved recording for smooth playback.
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- Recorder. New Recording how-to.
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- Shatter. Fix for fragments with more than 65k vertices.
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- Sound. Fix for property change with several selected objects.
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- Rigid. Editor Setup fix for MeshRoot with Connectivity setup.
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- Manager. Тew Global Parent option for Parent property in Advanced Demolition properties.
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Allows to define parent for all demolition fragments.
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[1.59]
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- Shatter. New Hexagon fragmentation type.
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- Shatter. Position Vector3 property for Center.
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- Shatter. Center property fix.
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[1.58]
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- Combine. New mesh Index Format property. Allows to combine meshes with more than 65535 vertices.
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- Combine. Combined mesh normals fix.
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- Combine. Vertex colors support.
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- Combine. How to Environment modeling in Editor and in Play mode.
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- Manager. Double manager fix.
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- Manager. New Vertices Amount property. Defined Maximum vertices amount limit for meshes to perform Planar Check.
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- Blade. Blade object do not initiate Slice or Demolition anymore at collision enter/exit with trigger colliders.
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- Debris. Debris reference scale copy fix for copied Debris components.
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- RigidRoot. Fix for Inactive shards excluded from simulation by offset.
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[1.57]
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- Shatter. Fix for Vertex Color transfer to fragments with disabled Decompose property.
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- Shatter. Fix for Custom Vertex Color set.
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- Manager. New Convex collider Cooking Options property.
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- Manager. New Debug Messages property. Allows to disable debug messages for game builds.
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- Rigid. Fix for Reference Demolition with MeshRoot/Connectivity replacement.
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- Sound. New properties Priority, Spatial Blend, Min/Max Distance when used with Audio Mixer.
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- Lib. Performance fix for Android builds.
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[1.56]
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- Rigid. Layer and Tag for Cluster demolition.
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- Compilation error fix for platforms without runtime demolition support.
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[1.55]
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- Manager. Improved Runtime Demolition Fragments pooling. Disabled by default.
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Already used runtime fragment gameobjects with all base components can go back to pool to be reused later again.
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- Manager. Improved Particle System pooling. Enabled by default.
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Already used Debris and Dust particle systems can go back to pool to be reused later again.
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- Debris & Dust. Fix for demolished mesh with vertex colors.
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- Debris & Dust. Fix for unparented particle systems.
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- Bomb. Fixed gizmo preview for scaled objects.
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- A lot of performance and memory usage optimizations
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[1.54]
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- Shatter. Vertex Color transfer for outer surface.
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- Shatter. Custom Vertex Color for fragments inner surface.
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- Shatter. Support for Custom UV coordinate (one point) for inner surface of fragments.
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- Shatter. Fix for Fragment Size, Vertex and Triangles limitations.
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- Rigid. Nested Cluster Editor Setup fix.
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- Debris & Dust. Custom Tag and Layer properties for particles.
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- Restriction. Can be applied to any gameobject. Restricted Rigid component should be defined manually in this case.
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Allows to Reset by Restriction demolished Rigid objects.
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- Updated documentation.
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[1.53]
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- Connectivity. New Variation property in Collapse. Allows to get slightly different results for By Area and By Size collapse.
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- Connectivity. New Seed property in Collapse. Defines the seed for Random collapse. Value 0 define random seed at every start.
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- Connectivity. Seed 0 in Filter properties provides random connections for Percentage filter.
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- Connectivity. Fix for Editor Setup with disabled activation By Connectivity.
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- Connectivity. Fix for Collapse last step.
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- Rigid. Reference Demolition support for Mesh Root Object type setup.
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- Sound. Collision Sound support. Allows to Play sound on collision. Can be used without Rigid component.
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- Debris & Dust. New Visible property in Limitations. Allows to emit particles only if the emitting object is visible.
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- Gun. New Offset property for Add Explosion Force Impact type. Allows to offset Impact point closer or farther to Gun position.
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- Unyielding. Fix for Inactive simulation type defined by component.
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- Manager. Public method DestroyStorage() to destroy all fragments in storage.
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- Recorder. Fix for ClipName change.
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- A lot of small fixes and improvements.
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- Several New Simulation How-to.
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[1.52]
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- Rigid. Global and Local Fading event support.
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- Rigid. Connected Cluster Per Shard damage apply in radius support for Bomb and ApplyDamage() method.
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- Rigid. Demolition by Damage collision with disabled By Collision demolition fix.
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- Rigid. Set Static fading fix.
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- Rigid. MeshRoot with Connectivity setup reset fix.
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- Rigid. New Sleeping Threshold property in Physics properties.
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- RigidRoot. New Sleeping Threshold property in Physics properties.
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- Connectivity. Fix for not demolished clusters with enabled Activation Layer.
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- Debris & Dust. New Motion Vectors property in Rendering.
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- Libs. Removed Debug files from Android and iOS libraries. Can be requested if needed.
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[1.51]
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- Connectivity. RigidBody Mass fix for clusters created by Clusterize property.
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- Connectivity. Activation Dust emitting fix for Clusterized shards.
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- Connectivity. Local MeshRoot Activation event fix for clusterized shards.
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- Connectivity. Joint support. WIP
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- Shatter. Custom Point cloud preview points out of object bound with red color.
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- Shatter. Dll Fix for clustering with Radial fragmentation type.
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- Rigid. Fix for Mesh Runtime demolition with Shatter component.
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- Rigid. Fix for fragments parenting in case of Awake Prefragment demolition type.
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- Rigid. Fix for Connected Cluster collider type property.
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- Rigid. Fix for sliced mesh with enabled Add Children property.
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- Bomb. Tutorial scenes.
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[1.50]
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- Shatter. Size limitation.
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- Shatter. Triangle limitation.
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- Shatter. All fragments created by limitation properties get one parent.
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- Rigid. Demolition By Collision and By Damage with collision collection now work independently.
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- Rigid. Nested & Connected Cluster allows to use Rigid and Shatter Components with custom properties on demolished shards.
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- Rigid. Debris and Dust emitting for fragments clusterized by Connectivity.
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- Rigid. New Add Children property for Mesh Demolition. Allows to add mesh children to fragments.
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- RigidRoot. Debris and Dust emitting for shards clusterized by Connectivity.
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[1.49]
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- RigidRoot. Local and Global Activation event returns activated Shard as well, in addition to RigidRoot parent.
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- RigidRoot. Change Layer for activated shards with reset support.
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- RigidRoot. Documentation and Tutorial scene.
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- Activator. Velocity force apply in activator local space coordinates.
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- Connectivity. Activation event returns list of activated shards and clusters in addition to Connectivity component.
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- Bomb. New By Curve Impulse Fade type. Allows to define explosion strength fade by curve.
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- Rigid. Connected Cluster mass by material fix.
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- Rigid. Connected Cluster mass after demolition fix.
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- Rigid. Connected Cluster demolition fade life time fix.
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- Rigid. Connected Cluster shooting with damage apply fix.
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- Rigid. Connected Cluster shooting with 0 impact radius fix.
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- Rigid. Connected Cluster demolition Minimum and Maximum lower cap set to 1.
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- Rigid. Connected Cluster per shard damage apply support by Gun and by collision.
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- Rigid. Cluster Demolition properties can be edited with Mesh Root object type.
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- Rigid. Local Activation event for MeshRoot Rigid. Returns Activated Rigid and its MeshRoot parent.
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- Rigid. Inherit Tag and Custom Tag properties for demolition fragments.
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- Rigid. Inherit Layer and Custom Layer properties for demolition fragments.
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IMPORTANT: Rigid.meshDemolition.properties.layer field was changed from String type to Int type.
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Disable Inherit Layer in Mesh Demolition / Advanced Properties and define Custom Layer which was
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defined by string in older builds in case you defined different layer for demolition fragments.
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- Rigid. Change Layer and Custom Layer properties for activated objects.
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IMPORTANT: Rigid.activation.layer field was changed from String type to Int type.
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Enable Change Layer in Activation Properties and define Layer which was
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defined by string in older builds in case you defined different layer for activated objects.
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- Rigid. Changed layer reset for activated objects with changed Layer.
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- UI. Opened foldouts don't close in Play Mode.
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[1.48]
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- Rigid. New UI.
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- Rigid. Limitations Tag changed to TagField.
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- Rigid. Children with Shatter component get Use Shatter enabled when get Rigid component at parent demolition.
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- Rigid. Connected cluster By Mesh connectivity type renamed to By Triangles.
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- Rigid. New By Polygons and ByBoundingBoxAndPolygons connectivity types.
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- RigidRoot. New UI.
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- RigidRoot. Limitations Tag changed to TagField.
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- RigidRoot. Fading fix for shards which were clusterized and then demolished.
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- Activator. Activation by Collider collision.
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- Activator. Activation by Particle System collision.
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- Connectivity. Connectivity activation event, tutorial script and scene.
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- Connectivity. By Mesh connectivity type renamed to By Triangles.
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- Connectivity. New By Polygons and ByBoundingBoxAndPolygons connectivity types.
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- Blade. Fix for not removed empty roots.
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- Blade. Removed "_fr_" name appendix for slices to avoid very long names.
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- Wind. UI fix.
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- Wind. Noise Scale preview fix.
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- Linux build fix.
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[1.47]
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- Rigid. Activation By Local Offset relative to parent.
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- Rigid. Demolished fragments do not copy Outer Material from original object.
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- Rigid. Mesh Demolition Clusterize property now demolishes clusterized fragments at collision.
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- Rigid. Mesh Demolition Seed property can be set to 0. Allows to generate random seed for every demolition.
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- Rigid. Use Shatter consider Amount Variation property for Voronoi, Slabs and Splinters fragmentation types.
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- Rigid. After Mesh demolition all children with mesh get Rigid component and continue simulation as fragment.
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- Rigid. Contact Bias property for Awake Precache and Awake Prefragment always 0.
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- Rigid. Center Bias fix for Awake Precache and Awake Prefragment when used with Shatter component.
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- RigidRoot. Activation By Local Offset relative to parent.
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- RigidRoot. Editor Setup and Reset Setup fix for applied and destroyed colliders.
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- RigidRoot. Editor Setup and Reset Setup fix for shards with Rigid component.
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- RigidRoot. Warning and fix for destroyed shards/components after Editor Setup.
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- Connectivity. Fracture group of properties. Allows to activate or clusterize group of shards by trigger collider.
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- Connectivity. Public method Fracture (Collider collider, int debris). Collider should be set to trigger.
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- Connectivity. RayFireMan Parent property fix for clusterized groups of activated shards.
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- Shatter. Low poly elements fix for Slice frag type.
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- Shatter. Input Precap property now works for Runtime mode as well.
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- Sound. Play Once property for sound events.
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- Gun. Default Damage value changed from 1 to 100.
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[1.46]
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- Rigid. MeshRoot object Reset properties copy to fragments fix.
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- Rigid. Reference Demolition support for reference without Rigid component.
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- Rigid. Nested Cluster Demolition depth fix.
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- Debris and Dust. Demolition emit support for sliced Rigid Mesh object.
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- Debris and Dust. Demolition emit support for sliced by method Rigid Connected Cluster object.
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- Sound. Demolition sound support for sliced Rigid Mesh object.
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- Sound. Demolition sound support for sliced by method Rigid Connected Cluster object.
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- RigidRoot. Activation Event support for RigidRoot shard activation.
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- RigidRoot. Use Gravity fix for activated shards.
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- RigidRoot. Mass By property fix.
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- Blade. New Skin property. Add RigidBody component in order to detect collision with Skinned Mesh objects.
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- Blade. Slice plane data stored in "slicePlanes" array after slice: [plane position, plane direction].
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- Assembly name fix.
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[1.45]
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- Bomb. RigidRoot support.
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- Bomb. Activate Inactive property. Allows to activate Inactive objects and Explode them.
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- Bomb. Inactive objects not affected by explosion if inactive Activation is disabled.
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- Shatter. Split Rotation property for Bricks fragmentation type.
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- Shatter. Clustering Seed 0 provides random seed each time.
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- Rigid. Already initialized Rigid for Reference Demolition fix.
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- Rigid. Unyielding support for sliced Mesh object type.
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- Rigid. Unyielding support for demolished Mesh object type.
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- Activator. UI fixes.
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- Fragmentation multithreading fix.
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- IL2CPP. Demolition with clustering fix.
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- Updated documentation.
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[1.44]
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- Shatter. New Bricks fragmentation type.
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- Shatter. New Voxels fragmentation type.
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- Shatter. New user interface.
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- Shatter. Custom frag type .transforms and .vector3 fields changed from array to list.
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- Shatter. Removed outer material property field.
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- Shatter. Fix for Skinned Mesh fragmentation with scaled parents.
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- Activator. New user interface.
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- Activator. New Force group of properties. Allows to add initial velocity and spin to activated fragments.
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- Activator. New public method SetGizmoType () to change gizmo type and collider at runtime.
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- Rigid. Ignore Near property support for Awake Prefragment and Runtime Mesh demolition fragments.
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- Rigid. Collision demolition optimizations.
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- Rigid. Transformation offset fix for Demolition() method.
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- Rigid. Fix for Skinned Mesh demolition with scaled parents.
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- RigidRoot. Not connected fragments activation fix.
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- RigidRoot. Fix for activated shards without RigidBody component.
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- Manager. New button and public method DestroyAll () to destroy all fragments.
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- Manager. New user interface.
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- Blade. New user interface.
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- Blade. Target field removed.
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IMPORTANT: Add object which was in Target field to Target List to get previous behaviour.
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- Connectivity. New user interface.
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- Bomb. New user interface.
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- Gun. New user interface.
|
||
- Sound. New user interface.
|
||
- Recorder. New user interface.
|
||
- Unyielding. New user interface.
|
||
- Combine. New user interface.
|
||
- Snapshot. New user interface.
|
||
- Restriction. New user interface.
|
||
- Vortex. New user interface.
|
||
- Wind. New user interface.
|
||
- Debris. New user interface.
|
||
- Dust. New user interface.
|
||
IMPORTANT: Dust's ".dustMaterials" field wad changed from Array to List.
|
||
|
||
[1.43]
|
||
|
||
- RigidRoot. Support for children with Rigid component with MeshRoot object type.
|
||
Allows to have multiple prefabs with fragments as RigidRoot children for custom Physics properties and particle generation.
|
||
With Connectivity component all prefab fragments will be connected at RigidRoot Initialization into single connected structure.
|
||
- RigidRoot. Support for empty root children without component with mesh fragments as children.
|
||
- RigidRoot. Editor Setup method and button. Performs most resourceful operations in Editor.
|
||
Add RigidBody and Collider components to all shards, calculate connections info for Connectivity component.
|
||
Instantiation of RigidRoot prefab with 1400 connected fragments ready for demolition takes 44 Ms instead of 13 SECONDS without Editor Setup.
|
||
- RigidRoot. Optimized connectivity data storage for prefabs.
|
||
- Rigid. Skinned Mesh demolition By Collision.
|
||
- Rigid. Connected Cluster demolition one frame freeze fix.
|
||
- Rigid. Editor Setup support for MeshRoot object type. Performs most resourceful operations in Editor.
|
||
Add RayFire Rigid and Collider components to children, calculate connections info for Connectivity component.
|
||
- Connectivity. Can be used only with MeshRoot Rigid or with RigidRoot components.
|
||
- Connectivity. Removed Connectivity setup buttons.
|
||
- Connectivity. Removed automatic runtime initialisation.
|
||
IMPORTANT. Use public void Initialize() method in case of runtime component add.
|
||
- Connectivity. New Expand property. Expands shards bounding box for better connectivity between shards.
|
||
- Bomb. New Deletion property, measures in percentage relative to Range property, allows to destroy objects in Deletion range.
|
||
- Bomb. Explosion position calculation fix for Height Offset property.
|
||
- Bomb. Explosion gizmo now consider Height Offset property.
|
||
- Bomb. Restore fix for exploded and deleted objects with Rigid component.
|
||
- Gun. New Impact Type property. Allows to choose between AddExplosionForce or AddForceAtPosition impact type.
|
||
IMPORTANT: It was used AddForceAtPosition in previous builds. Now default type is AddExplosionForce. Change your setup accordingly.
|
||
- Unyielding. Can be used with MeshRoot setup for setting custom simulation type without Connectivity component.
|
||
- Manager. Self initialization at Reset().
|
||
|
||
[1.42]
|
||
|
||
- Mac and iOS library fix.
|
||
- RigidRoot. Support for children with Rigid component with Mesh Object Type for custom properties.
|
||
- Rigid and RigidRoot. Duplicate coroutines fix.
|
||
- Rigid. Connected Cluster demolition fix for secondary Connected Clusters (Min and Max properties).
|
||
|
||
[1.41]
|
||
|
||
- Lib. Fragmentation freezing fix.
|
||
- Debris and Dust components public method Emit() returns created particle system.
|
||
- Debris and Dust components new public method Clean() to destroy all created particle systems.
|
||
- Rigid. New Sim Type property in Mesh Demolition properties. Set custom simulation type for fragments.
|
||
IMPORTANT. This affects Kinematic object demolition because the default value is Inherit.
|
||
Fragments won't be simulated as dynamic after demolition and will stay Kinematic.
|
||
Set Sim Type property to Dynamic to get original simulation behaviour.
|
||
- Rigid. New Shard Amount property in Fading.
|
||
Prevent fading of clusters with the amount of shards bigger than a defined value.
|
||
- Rigid. Connected Cluster Demolition fade fix.
|
||
IMPORTANT. Now partially demolished main Connected Cluster also initiate Fading.
|
||
Use Shard Amount property to prevent its fading if it is too big to fade.
|
||
- Rigid. Integrity fix for Connected Clusters created in runtime.
|
||
- RigidRoot. Fade By Offset fix for Connected Clusters created by Connectivity.
|
||
|
||
[1.40]
|
||
|
||
- Shatter. New Combine Children property in Advanced properties.
|
||
Allows to combine all children meshes into one mesh and shatter this combined mesh.
|
||
- Debris & Dust. Collides With property changed to Layer Mask and allows to select layers instead of Everything or Nothing choice.
|
||
IMPORTANT: Make proper adjustments in your prefabs and setups to get the same collision behaviour.
|
||
- RigidRoot. Cached RigidRoot with Connectivity fix.
|
||
- Rigid. Instant (after initialisation) demolition fix.
|
||
- Rigid. Demolished fragments velocity fix.
|
||
- Blade. Public variable "rigid" to get sliced object at local or global slicing event.
|
||
- Combine. Maximum amount of combined mesh vertices (65535) warning and fix.
|
||
- Updated Documentation and new How-Tos.
|
||
|
||
[1.39]
|
||
|
||
- RayfireAssembly and RayfireEditorAssembly assembly definition assets.
|
||
- RigidRoot. Reset support. Fading Reset support.
|
||
- RigidRoot. New By Offset fading initiation.
|
||
- Rigid & RigidRoot. Move Down fade type renamed to Fall Down. New Move Down fade type which actually move object down.
|
||
- Rigid & RigidRoot. New Set Static fade type.
|
||
- Rigid & RigidRoot. New Set Kinematic fade type.
|
||
- Rigid. New By Offset fading initiation.
|
||
- Rigid. Clusterize property fix for Awake Precache and Awake Prefragment demolition types.
|
||
- Rigid. Mesh Root transform reset fix.
|
||
- Rigid. Mesh Root Unyielding components reset fix.
|
||
- Rigid. Reference Demolition with particles fix.
|
||
|
||
[1.38]
|
||
|
||
- Runtime demolition and Editor fragmentation for Linux platform.
|
||
- Shatter. Automatic UV generation for objects without UV coordinates.
|
||
- Rigid. New Clusterize property for demolished mesh. Allows to clusterize fragments created during runtime demolition.
|
||
- Rigid. New By Collision property in Limitations. Allows to enable/disable demolition by collision.
|
||
- Rigid. Mesh Root reset support.
|
||
- Rigid. New Connectivity property in Rigid Reset properties.
|
||
- Rigid. Mesh, Nested Cluster and Connected Cluster Reset fixes.
|
||
- Rigid. New Layer property in Activation properties. Allows to set custom layer for activated objects.
|
||
- Rigid. Public SaveInitTransform () method to overwrite initialize position for fragments and shards.
|
||
- Rigid. Parenting for demolished Connected Cluster shards fix.
|
||
- Rigid. Awake Prefragment demolition depth fix.
|
||
- Rigid. Limitation Tag copy to fragments fix.
|
||
- Connectivity. Reset support via Rigid with Mesh Root type on the same object.
|
||
- Fixed help links.
|
||
|
||
[1.37]
|
||
|
||
- Rigid. Physics. Ignore Near property. Allows to disable collision between near fragment to avoid unstable simulation.
|
||
Works only for Mesh Root and Connected Cluster object types.
|
||
- Rigid. Reference Demolition Velocity fix for referenced Connected Cluster.
|
||
- Rigid. Tag string in Limitations properties. Allows to demolish object by collision only with objects with specific Tag.
|
||
- Rigid Root. Ignore Near property in Physics properties.
|
||
- Rigid Root. Setup Cluster fix for shards with changed simulation type.
|
||
- Rigid Root. Fix for Box and Sphere collider Types.
|
||
- Connectivity. Fade support for clusterized shards.
|
||
- Shatter. Smooth property in Advanced properties.
|
||
Allows to smooth fragments inner surface and avoid face splitting with vertex displacement shader.
|
||
- Shatter. Fragments inherit original object tag and layer.
|
||
- Shatter. Fragmentation fix for objects with 180 degree rotation over any axis.
|
||
- Shatter. Planar object fragmentation fix.
|
||
- Blade. Demolition Action Type fix.
|
||
- Bomb. At Start detonation property.
|
||
- Manager. Deactivate & Activate support.
|
||
- Manager. Fragments storage root. Contains all fragments and destroy all empty roots when fragments destroyed.
|
||
- How-to fixes.
|
||
|
||
[1.36]
|
||
|
||
- Unyielding. Simulation Type property. Allows to set Inactive or kinematic simulation type for overlapped objects.
|
||
- Unyielding. Overlap scale fix for scaled parents.
|
||
- Connectivity. Activation of last activatable unyielding shard fix.
|
||
- Rigid. Dampening property fix for Connected Cluster Demolition.
|
||
- Tutorials. Several new simple HowTo tutorials in RayFire/Info/HowTo folder.
|
||
|
||
[1.35]
|
||
|
||
- Rigid Root. Physics properties support.
|
||
- Rigid Root. Debris and Dust support.
|
||
- Rigid Root. Sound support.
|
||
- Rigid Root. Demolition properties.
|
||
Allows to set Rigid properties for Connected Clusters created during Connectivity simulation.
|
||
- Rigid Root. Deactivate & Activate support.
|
||
- Rigid Root. Setup Root method.
|
||
Perform all the most time consuming operations in Editor to avoid them in Awake.
|
||
- Rigid Root. Fade By Size property fix.
|
||
- Physics properties. New Solver Iterations count property.
|
||
- Connectivity. Demolishable Cluster created by Activation fix.
|
||
- Activator. Check Rigid and Check Rigid Root checkboxes.
|
||
- Rigid. Mass By Mass property fix for new fragments.
|
||
- Rigid. Object simulation fix on platforms with unsupported runtime demolition.
|
||
- Slicing fix for Mac platform.
|
||
- Tutorials. Several new simple HowTo tutorials with scenes in RayFire/Info/HowTo folder.
|
||
|
||
[1.34]
|
||
|
||
- Connectivity. New Stress feature. Allows to erode connections among Shards and demolish connected structures
|
||
based on their size, connection angle and gravity. Can be Initiated By Method, At Start or By Integrity.
|
||
- Connectivity. Start Collapse property. Allows to initiate collapse By Method, At Start or By Integrity.
|
||
- Connectivity. Stop Collapse button and Method.
|
||
- Rigid. New Inherit Materials property for Reference Demolition.
|
||
- RigidRoot. Fading support.
|
||
- RigidRoot. Gun shooting support.
|
||
- Gun. AffectRigidBodies property renamed to RigidBody. New Affect Rigid and RigidRoot checkboxes properties.
|
||
|
||
[1.33]
|
||
|
||
- Manager. Collision Detection property renamed to Mesh and works only for Mesh objects.
|
||
- Manager. New Collision Detection property Cluster for Clusters objects.
|
||
- Manager. Activation Parent property. Allows to define gameobject which will be a parent for all activated objects.
|
||
- Unyielding. Public method Activate() and Button for Connectivity and Connected Cluster.
|
||
Activates overlapped Unyielding fragments/shards if they are activatable.
|
||
- Unyielding. Removed Initialization property. Component should be added only to the root of simulated objects.
|
||
Now Unyielding component initialized only by Connectivity component and Rigid with Connected Cluster object type.
|
||
- Unyielding. Unyielding property. Set Unyielding property for overlapped children Shards/Rigid components.
|
||
- Unyielding. Activatable property. Set Activatable property for overlapped children Shards/Rigid components.
|
||
- Unyielding. Multiple layer support for children objects. Overlap optimization.
|
||
- Shatter. Disabled Decompose support for Slice fragmentation type.
|
||
- Shatter. Size filtering fix for Skinned Mesh fragmentation.
|
||
- Rigid. MeshRoot Reset support.
|
||
- Rigid and Connectivity. Magenta preview color for activatable unyielding Shards/Rigids.
|
||
- Debris and Dust. Light Probes property.
|
||
- Blade. Force apply fix for small and big fragments.
|
||
|
||
[1.32]
|
||
|
||
- Manager. Default collision detection type changed to Discrete. Other types cause unstable simulation for clusters.
|
||
- Rigid. Planar Check property in Physics. Do not add Mesh Collider to objects with planar low poly mesh.
|
||
- Rigid. Skinned Mesh demolition by Damage Apply.
|
||
- Shatter. Absolute and Relative Size filtering properties in Advanced Properties. Exclude small fragments.
|
||
- Shatter. Planar filtering property in Advanced Properties. Allows to exclude fragments with planar meshes.
|
||
Small and Planar fragments cause unstable simulation and in some cases PhysX unable to cook mesh collider convex hull for them.
|
||
- Shatter. Add and Remove Mesh Colliders to Last Fragments.
|
||
Allows to quickly test if generated fragments have any kind of topology problems with PhysX convex hull cooking engine.
|
||
- Shatter. Fix for parts of fragments meshes being inside another fragment mesh with decompose Off.
|
||
- Shatter. Missing inner faces fix with Slice on Mac platform.
|
||
- Manager. Collider Size property. Do not add Colliders to small objects with size less then this value.
|
||
- Blade. Slice with damage fix.
|
||
- Sound. Mesh Root copy fix.
|
||
|
||
[1.31]
|
||
|
||
- Dll. Slice Crash fix for Mac platform.
|
||
- Blade. Damage property. Allows to apply damage to sliced object and slice it only after maximum damage reached.
|
||
- Connectivity. Connections fix after exiting Play Mode.
|
||
- Shatter. Remove Inner Fragments fix.
|
||
- New static bool variable "silentMode" in static RFFragment class. True by default. Prevent warning messages in console.
|
||
- RigidRoot WIP. Activator and Connectivity components support.
|
||
|
||
[1.29]
|
||
|
||
- Dll. Slice Crash fix.
|
||
- Rigid. Reference Demolition fix for reference fragments with Rigid component and Add Rigid property On.
|
||
- Rigid. Activate and Fade methods support for Mesh Root Rigid. Initiates Activation and Fading for it's children fragments.
|
||
- Rigid. Gameobject Disabling/Enabling support.
|
||
- Rigid. Connected Cluster fix and warning for connection preview with deleted shard.
|
||
- Connectivity. Gameobject Disabling/Enabling support.
|
||
- Shatter. Default Seed value set to 0. Seed 0 allows to generate random point cloud everytime.
|
||
- Activator. Local Position List animation type.
|
||
- Activator. Tutorial scenes.
|
||
- Updated documentation and tooltips.
|
||
- New RayfireRigidRoot component. Work in Progress. Not finished.
|
||
|
||
[1.28]
|
||
|
||
- Updated documentation and tooltips.
|
||
- Rigid. Kinematic objects get mass.
|
||
- Rigid. New Mass By Rigid Body Component property. Allows to use mass of applied Rigid Body component.
|
||
- Rigid. Mesh Root doesn't overwrite child Rigid Properties if child already has Rigid component.
|
||
- Rigid. New Action dropdown property for Reference Demolition. Allows to Instantiate defined reference or use reference itself.
|
||
- Rigid. SetActive (bool state) method.
|
||
- Bomb. New Destroy property. Allows to automatically destroy game object with bomb after explosion.
|
||
- Unyielding. Initialization Fix.
|
||
|
||
[1.27]
|
||
|
||
- Updated documentation and tooltips.
|
||
- Manager. Interpolation property for simulated objects RigidBody component.
|
||
- Bomb. Connected Cluster explosion with demolition by Damage fix.
|
||
- Rigid. Amount Integrity info. Show current/initial amount of shards and cluster integrity in percentage. New Read Only AmountIntegrity property.
|
||
- Connectivity. Amount Integrity info. Show current/initial amount of shards and cluster damage in percentage. New Read Only AmountIntegrity property.
|
||
- Connectivity. Reset Shards button and method. Reset transform and Rigid components for Connectivity Shards. Does Not support clustered shards yet.
|
||
- Blade. Cooldown filter property. Allows to temporarily disable Blade component for defined time to prevent constant slicing.
|
||
- Blade. Slice of Inactive and Kinematic objects with Unyielding component to activate only one half.
|
||
- Blade. Force property. Allows to add to sliced fragments additional velocity impulse to separate them.
|
||
- Blade. Affect Inactive property for Force. Allows to apply force only to Activated half of sliced Inactive object.
|
||
- Unyielding. Collider overlap fix for scaled objects.
|
||
|
||
[1.26]
|
||
|
||
- Updated documentation and tooltips.
|
||
- Sound. Volume fix.
|
||
- Sound. Audio Mixer output group support for each sound event.
|
||
- Shatter Editor fix for custom point cloud on Linux platform.
|
||
|
||
[1.25]
|
||
|
||
- Rigid. Fix for demolition of objects with scaled parents.
|
||
- Rigid. Mesh root object type copies RayFire Shatter component to children.
|
||
- Rigid. Reference demolition scale fix.
|
||
- Rigid. Non Static simulation type and Static object warning.
|
||
- Rigid. Dust and Debris fix for duplicated Clusters.
|
||
- Rigid. Cluster demolition sound fix.
|
||
- Rigid. Empty Reference Demolition emits Debris and Dust particles.
|
||
- Rigid. Collision Detection Mode fix for demolished fragments.
|
||
- Shatter. Fix for fragmentation of objects with scaled parents.
|
||
- Shatter. Fix with inner and outer material.
|
||
- Connectivity. Missing shards check and warning.
|
||
- Recorder. Fix for key reducing.
|
||
- Bomb. Explosion with demolition fix.
|
||
- Bomb. Kinematic object Activation by Explosion fix.
|
||
- Gun. Demolition fix.
|
||
- Manager. Fragments parenting fix.
|
||
- Linux script compilation fix.
|
||
- FAQ.txt help file.
|
||
|
||
[1.24]
|
||
|
||
- New Rayfire Sound component.
|
||
Allows to play audio clips on Initialization, Activation, and Demolition.
|
||
- Shatter. Vertex Limitation in Advanced Properties.
|
||
Automatically shatter again fragments with the amount of vertices higher than defined value.
|
||
- Shatter. Export Meshes remember the last saved folder.
|
||
- Connectivity. Can be added in runtime. The default connectivity type changed to Bounding Box.
|
||
- Connected Cluster created in runtime inherits Layer and Tag from the original object.
|
||
- Rigid. Demolished Kinematic object fragments turn to Dynamic objects.
|
||
|
||
[1.23]
|
||
|
||
- Rigid. Removed Obsolete Manual Precache, Manual Prefab Precache and Manual Prefragment demolition types.
|
||
Replaced by Reference Demolition: Prefragment with Shatter -> Mesh Export -> Prefab -> Reference Demolition.
|
||
- Rigid. Static objects can be demolished by Method and by Demolish button.
|
||
- Rigid. New Inherit Scale property in Reference Demolition.
|
||
- Rigid. Fixed bug with Runtime Caching.
|
||
- Rigid. Fixed bug with Demolished source and generated Impact particles.
|
||
- Rigid. Fixed bug with Demolished object Reset and unstable simulation.
|
||
- Rigid. Fixed bug with Demolished object Reset and generated particles.
|
||
- Rigid. Fixed bug with Reset/Reused fragments and Maximum fragments amount.
|
||
- Rigid. Fixed Reference demolition bug.
|
||
- Shatter. Default Center position changed from Pivot point to Bounding center.
|
||
- Shatter. Fragment to Last button. Delete only last fragments and Keep root.
|
||
Then creates new fragments under this root.
|
||
- Connectivity. Fixed bug with deleting children in runtime.
|
||
|
||
[1.22]
|
||
|
||
- Rigid. Setup Cluster button. Allows to do all heavy calculations in Editor and store all cluster data in prefab.
|
||
Instantiated prefab will be ready for demolition without any additional calculations.
|
||
- Rigid. Significant Connected and Nested Cluster demolition speed increase.
|
||
Demolished disconnected clusters do not recalculate all cluster data from scratch, but use and update existing data.
|
||
- Rigid. Connectivity check with unyielding fragments for demolished Kinematic Connected Cluster.
|
||
- Rigid. Connected Cluster Collapse.
|
||
- Rigid. Connected Cluster Filtering properties.
|
||
- Blade. Connected Cluster Slicing support.
|
||
- Gun. Connected Cluster shooting and demolishing support.
|
||
- Gun. Support for Impact of simulated objects without Rigid component.
|
||
- Activator. Connected cluster activation support.
|
||
- Connectivity. Clustering of not connected inactive groups
|
||
- Shatter. Fragmentation of objects with overlapped Double faces fix.
|
||
- Unyielding. Movable gizmo center.
|
||
- Dust. Rotation over Lifetime property.
|
||
- Connectivity. Collapse support. Manual and by method.
|
||
- Manager. Collision detection property.
|
||
- Rigid. Connected and Nested cluster reset support.
|
||
- New Restriction component. Removed from Rigid component.
|
||
- Unyielding. Manual and by method initialization.
|
||
|
||
[1.21]
|
||
|
||
- Rigid. Improved Runtime Demolition. Objects with curved open edges should be demolished now.
|
||
- Rigid. Visibility check limitation. Object will be demolished only if it is visible to any camera including scene camera.
|
||
- Rigid. Cluster Colliders setup optimization. Allows to Set up Mesh Colliders in Editor, reference them to object meshes and save in Prefab.
|
||
- Manager. Particle system (Debris and Dust) pooling.
|
||
- Dust. Support for multiple Dust materials.
|
||
- Combine. Size and Vertex threshold filters.
|
||
- Combine. Particle System mesh combining. Starting from Unity 2018.2
|
||
- Combine. Export to Mesh asset button.
|
||
|
||
[1.20]
|
||
|
||
- Android support. Runtime Demolition support for Android platform.
|
||
- Debris and Dust. New UI.
|
||
- Debris and Dust. Multiple Debris and Dust components support.
|
||
- Rigid. Mesh Root type copies Debris and Dust components to it's children.
|
||
|
||
[1.19]
|
||
|
||
- IOS support. Runtime Demolition support for iOS platform.
|
||
- Rigid. Mesh Input property. Allows to Input Mesh for demolition At Start or At Initialization
|
||
instead of at fragments caching like before and significantly decrease runtime fragmentation time for mid/hi poly objects.
|
||
- Rigid. Connected Cluster Demolition bug fix.
|
||
- Rigid. Demolished object's Mesh Read/Write Enabled property check and warning.
|
||
- Shatter. Mesh export to Unity asset. Allows to export fragments meshes to Unity asset and reference to them.
|
||
- Gun. Impact properties. Affect Inactive objects checkbox property.
|
||
|
||
[1.18]
|
||
|
||
- Shatter. Debris feature in Cluster group. Prevents fragments fragments from getting inside cluster.
|
||
- Shatter. Gluing feature renamed to Clusters.
|
||
- Shatter. Decompose property fix for Editor mode.
|
||
- Shatter. Splinters and Slabs fix for objects with multiple elements.
|
||
- Shatter. Advanced. Editor mode Input Precap property. Create extra triangles to connect open edges and close mesh volume.
|
||
- Shatter. Advanced. Editor mode Output Precap property. Keep or Delete fragment's faces created by Input Precap.
|
||
- Shatter. Advanced. Editor mode Remove Double Faces property. Delete faces which overlap with each other.
|
||
- Shatter. Advanced. Editor mode Element Size Threshold property. Do not fragment elements of mesh with size less than this value.
|
||
|
||
[1.17]
|
||
|
||
- Mac OS X support. Editor Fragmentation and Runtime Demolition support for Mac OS X platform.
|
||
- Rigid. Runtime demolition freeze fix with positive Contact Bias and Remover Collinear On.
|
||
|
||
[1.16]
|
||
|
||
- Blade. Action type property. Allows to Slice or Demolish collided objects.
|
||
- Shatter. Custom fragmentation type. Allows to use Custom Point Cloud for fragmentation.
|
||
- Shatter. Auto rescale fix for very small objects.
|
||
- Shatter. Center move and rotation manipulation fix.
|
||
- Shatter. Fragments without material fix.
|
||
- Shatter. Decompose fragmentation type fix.
|
||
- Manager. Removed Infinite Fall check feature. Replaced by Restriction feature in Rigid component.
|
||
- Rigid. Restriction group. Restricts object's simulation area By Distance and/or By Trigger.
|
||
Allows to Destroy/Deactivate/Fade/Reset object if it left this area.
|
||
- Rigid. Local and Global Restriction event subscription support.
|
||
- Rigid. Public method .Fade() and "Fade" button in inspector - allows to initiate fading.
|
||
- Rigid. Initiate fading "On Activation" and/or "On Demolition" checkboxes.
|
||
- Rigid. New Fading Life Type "By Simulation And Life Time" property.
|
||
Allows to start fading after object stops simulation movement.
|
||
- Rigid. "Object about to fade..." and "Fading in progress..." info notifications in inspector.
|
||
- Rigid. Reset/reuse support for fading or faded object/fragments.
|
||
- Rigid. Reset of activated Inactive object fix.
|
||
- Rigid. Total fragment amount with Destroy fading type fix.
|
||
|
||
[1.15]
|
||
|
||
- Discord channel: https://discord.gg/8G98JKj
|
||
- Windows x86 build support.
|
||
- Shatter. Support for geometry with multiple UV maps.
|
||
- Rigid. Reset. Allows to reset object to it's original position and reset all properties.
|
||
- Rigid. Reuse. Allows to demolish Mesh Object again after Reset using cached meshes or fragments from first demolition.
|
||
- Rigid. Physics. Use Gravity checkbox.
|
||
- Rigid. Physics. Fragments Dampening property. Allows to adjust initial velocity of demolished fragments.
|
||
- Rigid. Damage. Collision Multiplier property.
|
||
- Rigid. Damage. Collect Collision property renamed to Collect.
|
||
- Rigid. Fading. Move Down Fading fix for Inactive fragments.
|
||
- Rigid. Connected Cluster demolition fix.
|
||
- Rigid. Create automatic collider if object already has collider but it is trigger.
|
||
- Rigid. Static objects do not get automatic Rigid Body component and can not be demolished.
|
||
- Rigid. Start operations moved in Awake.
|
||
- Manager. Removed global Post Demolition group of properties.
|
||
Now every Rigid component has it's own Post Demolition properties in Reset group.
|
||
|
||
[1.14]
|
||
|
||
- Shatter. "Get FBX Exporter" button. Open Free FBX Exporter package page at Asset Store.
|
||
- Rigid. Initialization property. By Method and At Start Initialization types. Default type set to By Method.
|
||
- Rigid. New Reference Demolition type. Allows to demolish Mesh or Cluster to referenced object: prefab, fbx asset, other scene object.
|
||
- Rigid. Mesh Demolition property in Cluster demolition group.
|
||
- Rigid. Prefab Precache demolition type renamed to Manual Prefab Precache.
|
||
- Rigid. MeshRoot object activation fix.Keep
|
||
- Rigid. Move Down fading fix for sleeping objects.
|
||
- Rigid. Rotation fix for copied objects with Manual Precache and Manual Prefab Precache demolition types.
|
||
- Rigid. Fix for cluster colliders scale and rotation.
|
||
- Rigid. Fix for cluster colliders physic material.
|
||
- Rigid. Removed By Collision activation type.
|
||
- Rigid. Activation By Damage fix.
|
||
- Debris and Dust fix.
|
||
- Common. All RayFire public components and classes were isolated in "RayFire" namespace.
|
||
|
||
[1.13]
|
||
|
||
- IMPORTANT! There are significant UI changes in Rigid component in build 1.13, some properties were relocated, some renamed.
|
||
Read following changelog carefully. You will need to fix your Rigid components in case you are going to upgrade from older builds.
|
||
Sorry for inconvenience but plugin is growing and this should have been done sooner or later.
|
||
- Full Windows 10 support. No need to copy tbb.dll into build folder.
|
||
- Unity 2018.1, 2018.2, 2018.3 support.
|
||
- Removed Tutorial scenes because of incompatibility with Unity 2018.1, 2018.2 and 2018.3 builds.
|
||
They will be recreated and returned in next build.
|
||
- Shatter. Unsafe mode checkbox removed. Replaced with dropdown with Runtime and Editor fragmentation modes.
|
||
Unsafe mode renamed to Editor mode. Safe mode renamed to Runtime mode.
|
||
- Shatter. Editor fragmentation mode. Fixed bug for Splinters and Slabs with low fragments amount.
|
||
- Shatter. Editor fragmentation mode. Exclude Inner fragments property.
|
||
Allows to remove all inner fragments and keep only fragments on the surface.
|
||
- Rigid. Physics. Collider type property. Provides Mesh, Box and Sphere colliders.
|
||
- Rigid. New Activation group. All activation properties were moved from Physics group to Activation group.
|
||
- Rigid. New Limitations group. All limitation properties were moved from Demolition group to Limitations group.
|
||
- Rigid. New Cluster Demolition group. All Cluster properties were moved from Demolition group to Cluster Demolition group.
|
||
- Rigid. Demolition group renamed to Mesh Demolition group.
|
||
- Rigid. New Advanced Properties group in Mesh Demolition properties.
|
||
- Rigid. Advanced Properties. Custom Layer string field. Allows to set custom Layer for fragments.
|
||
By default fragments get Layer from demolished object.
|
||
- Rigid. Advanced Properties. Collider Type property. Provides Mesh, Box and Sphere colliders.
|
||
- Rigid. Advanced Properties. Collider Size Filter type property.
|
||
Fragments will not get Collider if their size less than Size Filter value.
|
||
- Rigid. Interior group renamed to Materials.
|
||
- Rigid. Materials. Outer Material property. Allows to apply new material to fragments.
|
||
- Rigid. Remove Collinear property moved to Advanced Properties group.
|
||
- Rigid. Decompose property moved to Advanced Properties group.
|
||
- Rigid. Slice by Blade property moved to Limitation group.
|
||
- New RayFire Debris component. Debris Particle group moved to own component.
|
||
- New RayFire Dust component. Dust Particle group moved to own component.
|
||
|
||
[1.12]
|
||
|
||
- Connectivity. New Rayfire Connectivity component for Inactive & Kinematik objects activation.
|
||
Activates objects if they are not connected with Unyielding objects.
|
||
- Unyielding. New Rayfire Unyielding component. Sets objects as Unyielding by it's gizmo.
|
||
- Rigid. By Connectivity activation type.
|
||
- Rigid. By Damage activation type.
|
||
- Rigid. Unyielding property.
|
||
- Rigid. Mass By property. Allows to choose between two methods: By Material Density and By Mass property.
|
||
- Rigid. Mass property. Allows to set exact mass for object in case Mass By set to By Mass property.
|
||
- Manager. Minimum Mass property. Defines minimum mass for simulated rigid bodies.
|
||
- Manager. Maximum Mass property. Defines maximum mass for simulated rigid bodies.
|
||
- Shatter. Unsafe fragmentation mode fixes for objects with open edges.
|
||
|
||
[1.11]
|
||
|
||
- Rigid. Fixed bug with Demolition of Connected cluster.
|
||
|
||
[1.10]
|
||
|
||
- Fixed bugs for iOS and Android builds.
|
||
|
||
[1.09]
|
||
|
||
- Shatter. Unsafe mode fix for small objects.
|
||
- Shatter. Unsafe mode fix for Splinters and Slab fragmentation types.
|
||
|
||
[1.08]
|
||
|
||
- Shatter. Unsafe mode for complex multi element hi poly objects fragmenting. Use it if Safe mode shows "Bad Mesh" errors.
|
||
- Shatter. Remove Collinear toggle. Removes collinear vertices and decrease amount of unnecessary triangles.
|
||
- Rigid. Remove Collinear toggle.
|
||
- Bomb. Kinematik object explosion bug fix.
|
||
|
||
[1.07]
|
||
|
||
- Recorder. New Rayfire Recorder component. Record dynamic simulation into animation clip,
|
||
Play as animation in Runtime as Kinematik objects with ability to return back to simulation as Dynamic objects.
|
||
- Snapshot. New Rayfire Snapshot component. Save demolished/simulated objects in Runtime,
|
||
Load in Edit mode in scene for environment modeling purposes.
|
||
- Rigid. Compress Mesh data property for Prefab Precache demolition type. Decrease Prefab size twice.
|
||
- Fixed bug. Prefab Precache demolition type.
|
||
- Fixed bug. Prefab Precache submesh count.
|
||
|
||
[1.06]
|
||
|
||
- Combine. New Rayfire Combine component. Combines meshes into single mesh. Supports Multi-Material and SkinnedMesh objects.
|
||
- Rigid. Runtime caching. Allows to cache fragment's meshes over multiple frames to prevent FPS drop in case of high amount of fragments or hi-poly mesh.
|
||
- Rigid. New SkinnedMesh Object type. Support for runtime demolition and editor slicing of SkinnedMesh objects.
|
||
- Rigid. Removed Exclude Object type.
|
||
- Rigid. Demolition type Precached was renamed to Awake Precache. Precache fragment's meshes in awake.
|
||
- Rigid. New Demolition type Manual Precache. Allows to demolish objects to manually precached fragments.
|
||
- Rigid. Demolition type Prefragmented was renamed to Awake Prefragment. Prefragment object in awake.
|
||
- Rigid. New Demolition type Manual Prefragment. Allows to demolish objects to manually prefragmented objects.
|
||
- Rigid. Helpful console messages. Will notify if you have wrong setup.
|
||
- Manager. Drag and Angular Drag properties in Material Preset.
|
||
- Fixed bug. Fragmentation of objects with normal map.
|
||
- Fixed bug. Fragmentation of objects with several materials and negative scale.
|
||
- Fixed bug. Manual Prefragment creates Manager (if it is not created) and setup physics accordingly to Material Presets.
|
||
- Fixed bug. Manager / Advanced demolition properties / Shadow Casting size threshold property now work correctly.
|
||
|
||
[1.05]
|
||
|
||
- Common. DotNET 3.5 support.
|
||
- Shatter. Multi-material object fragmentation. IMPORTANT: All manually precached objects should be precached manually again.
|
||
- Shatter. SkinnedMesh fragmentation support.
|
||
- Manager. Material Presets. Customizable material density, solidity, friction and bounciness.
|
||
- Rigid. Destructible state check. Demolish only objects with Destructible material. Can be changed in RayfireMan material presets.
|
||
- Rigid. Tooltips for properties.
|
||
|
||
[1.04]
|
||
|
||
- Rigid. Removed Explode by Bomb property.
|
||
- Fixed bug. Kinematik object activation.
|
||
- Fixed bug. Demolition of prefab with Precache demolition type.
|
||
- Fixed bug. Demolition Destroy fading type.
|
||
- Activator. Activator can activate Kinematik objects.
|
||
- Shatter. Repair property.
|
||
|
||
[1.03]
|
||
|
||
- Fixed bug. Platform dependent compilation. Runtime fragmentation will be evaluated now only on Win, OS X, Linux, PS4 and XboxOne platforms,
|
||
for other platforms you need to precache fragment's meshes or prefragment objects manually in Editor.
|
||
- Manager. Time Quota property. Maximum time in milliseconds per frame allowed to be used for demolitions.
|
||
- Shatter. Decompose fragmentation type.
|
||
|
||
[1.02]
|
||
|
||
- Updated documentation.
|
||
- Tutorial scenes.
|
||
- Rigid. Demolition Decompose property
|
||
- Rigid. Demolition event support, local and global.
|
||
- Rigid. Activation event support, local and global.
|
||
- Blade. Slice event support, local and global.
|
||
- Bomb. Explosion event support, local and global.
|
||
- Gun. Shot event support, local and global.
|
||
- Manager. Post demolition. Destroy/Deactivate property.
|
||
- Manager. Post demolition. Destroy delay property.
|
||
|
||
[1.01]
|
||
|
||
- Updated documentation.
|
||
- Shatter. Slices fragmentation type.
|
||
- Shatter. Decompose property.
|
||
- Shatter. Gluing properties.
|
||
|
||
[0.92]
|
||
|
||
- Updated documentation.
|
||
- Online Help references. Every component has link (Book icon on top) to online help page.
|
||
- RayFire category with all components in Add Component Menu.
|
||
- Manager. New MonoBehaviour script.
|
||
- Manager. Object pooling for fragments.
|
||
- Manager. Optional gravity multiplier.
|
||
- Manager. Global Infinite Fall check.
|
||
- Manager. Global Maximum Fragments Amount limitation.
|
||
- Manager. Global Solidity property.
|
||
- Rigid. UI change.
|
||
- Rigid. Removed local Infinite Fall check.
|
||
- Rigid. Removed local Maximum Fragments Amount limitation.
|
||
- Rigid. New object type - Mesh Root.
|
||
- Rigid. New object type - Connected Cluster.
|
||
- Rigid. Cluster object type renamed to Nested Cluster.
|
||
- Rigid. Safe seconds variation, hardcoded, in random range from 0 to 2 seconds.
|
||
- Bomb. Audio support.
|
||
|
||
|
||
|
||
|
||
|
||
|