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Unity 3.5 beta 7  

2012-01-12 10:26:20|  分类: Unity3D |  标签: |举报 |字号 订阅

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Features:
Flash: Implement Camera.layerCullDistances & Camera.allCameras
Flash: API access to new particle system.
Flash: Support Nullable types
Flash: Tight AcitonScript integration. See UnityEngine.Flash.ActionScript
Editor: Texture Importer for pvrtc-enabled platforms allows to select compression quality
Improvements:
Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
Editor API: Expose GetIconSize and SetIconSize.
Flash: Improved .Net Class Library Support. Amongst which:
String.EndsWith()
Dictionary.Keys.Count
Convert.ToInt32(char)
Convert.ToInt32(string)
Convert.ToChar(int)
string.Trim(char[])
List<T>(IEnumerable<T>) constructor
Dictionary<K,V>.Keys.CopyTo()
Dictionary<K,V>.Keys.Contains(K)
StringBuilder.Append()
Dictionary<K,V>.Count
List<T>.RemoveRange(int,int)
most of Stack<T>
String.Equals(string,string)
String.SubString()
String.Compare(string,int,string,int,int)
ArrayList.Sort(IComparer)
Char.IsPunctuation
+probably some we overlooked.
Flash: physics performance improvements
Flash: better support for explicit interface implementations
Flash: support for unboxing of enums
Flash: better error reporting of unsupported features including offending source file location whenever possible
Flash: System.Object.Equals(Object) support for primitive types
Flash: VertexLit shaders support emissive color & specular lighting
Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
Asset Server: Projects can now be copied in the admin view.
AssetImport: Texture importing now uses a lot less temporary memory
ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
NavMesh: Bake configuration of inaccuracy threshold for radius/height exposed.
NavMesh: API Exposed : NavMeshAgent.CalculatePath() added.
NavMesh: API Exposed : OffMeshLink.costOverride - allows changing patfinding cost on OffMeshLinks.
NavMesh: API Exposed : NavMeshAgent.steeringTarget, NavMeshAgent.desiredVelocity, NavMeshAgent.path (get/set)
NavMesh: Baking supports trees instanced in terrains.
Changes:
iOS/Android: Android Target Graphics setting is not bundled with iOS Target Platform setting anymore.
Fixes:
Android: Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
Android: A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
MonoDevelop: Don't open script projects twice.
Physics: Fixed a crash when creating a Terrain with too many Tree colliders.
Mac OS X Standalone: Will not show window restore dialog and crash in OS X Lion.
Mac OS X Standalone: don't quit, if cancel button was pressed during Quit dialog in windowed mode
Editor: (Windows) Build Settings will not open after Cancel
Editor: (Windows) Assetprogressbar & build progress steals focus from other applications on windows
Editor: Will now give a proper error when trying to import a movie with unsupported codecs.
Editor: Check for scene camera rotation of NaN and fix it.
Editor: Drastically reduce Scene View grid artifacts that caused it to be imprecise.
Editor: Fixed issue where editor would hang if left in background
Editor: Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
Editor: Deleting the root game object in OnPostProcessModel will no longer crash Unity
Editor: Importing FBX models with bad texture references like "." and ".." no longer crashes Unity
Editor: Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
Editor: (Windows) Fixed common random crash.
Editor: Fixed crash when calling SetActiveRecursively within Awake.
AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
iOS: Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
Graphics: Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
Remote Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
Asset Importing: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
Known Issues:
Editor: due to bug in img tech pvr compressor textures with alpha are forced to be compressed with Normal compression quality
The following are changes and fixes to 3.5 features and regressions...

Fixes:
MonoDevelop: Fix a code completion database corruption issue.
Text mode serialization now uses more precise floating point representation for lossless encoding.
Editor: Make NavMeshAgent use gizmo for shape that's consistent with CapsuleCollider and CharacterController.
Editor: Make asset labels work again for scenes and other default assets.
Editor: Show materials of ParticleSystemRenderer in the Inspector.
Editor: On Windows: Build Settings will not open after Cancel.
Editor: Undo does not work when dragging (Win issue only)
Editor: Import package failed to detect modified contents.
Editor: Fixed-function alpha testing is disabled correctly when emulating gles20.
Editor: Fix performance of Gizmos.DrawIcon.
Editor: Hide camera on LOD Group prefab.
Editor: Fix situation where light probe editing can lock the scene.
Cache Server: Updated to node.js 0.6.6
Cache Server: Fix LRU implementation
Cache Server: Will now invoke LRU to make space when running out of disk space.
WWW class now won't treat redirect responses (302, etc) as errors.
Native Client: WWW.responseHeaders now works in NaCl.
Native Client: WWW will now work for any host which has allowed this using the Access-Control-Allow-Origin: header.
Native Client: HTTP POST and custom HTTP headers now work using WWW class.
Native Client: Build & Run now works if there is a space in the path name.
Native Client: Icons in Web Player player settings will now be correctly used for NaCl builds.
Native Client: PlayerPrefs will now work if setting multiple preferences in one frame.
Native Client: Backspace will now work in text fields.
Native Client: Input axes assigned to the mouse wheel input will now work correctly.
NavMesh: Fixed issue where stopping agents would not get a new path.
NavMesh: Fixed performance problem in avoidance system when agents have high speeds.
NavMesh: Fixed crash when changing bake settings at runtime.
NavMesh: Fixed crash on out if memory when baking NavMesh.
Physics: CharacterController will now correctly focus in the scene view.
OS X Web Player: Fixed development Web Player to work on OS X 10.5.
Editor: Fixed movie playback in inspector.
Editor: Make arrow navigation work for Object Picker grid / list even when search field has focus, like in 3.4.
Flash: Make MouseEnter & friend callbacks work for colliders and gui elements
Flash: support bool ^ bool construct
Flash: fix crash when using public arrays of arrays
Flash: fix crash when using public array of booleans
Flash: make calling Desroy() on a Monobehaviour work
Flash: Fix audio playing as loud whitenoise in many cases
Flash: calling .ToString() on an interface
Flash: fix GUIText components with fontsize!=0 spewing the logfile with neverending errormessages
Flash: many improvements to support for nontrivial usages of interfaces.
Flash: fix "bool && bool && bool" construct
Flash: fix crashes on character controller hits
Flash: fix physics "out of range" errors.
Flash: fix audio; pan, mute, pause, stop
Flash: fix audio; report correct time.
Flash: fix swf, now has correct width and height in header.
Flash: fix Application.targetFrameRate
Flash: fix QualitySettings.antiAliasing
Flash: fix Application.ExternalCall now works with arguments
Flash: fix key inputs space, shift, control individual keycode
Flash: add mousewheel support, not available on mac
Graphics: Fix non-uniformly scaled meshes getting wrong vertex colors on Windows.
Graphics: Fix a potential crash bug with multithreaded rendering.
Graphics: Fix performance regressions with dynamic/static batching in multithreaded renderer vs. single thread.
Shuriken: Random Between Two Constants added to MinMaxCurve.
Shuriken: Fix that new prefab of particle system have play called.
Shuriken: Fix that particleEffectWindow have allocated UI when not showing.
Shuriken: Fix scene view gui not rendered when hiearachy changes.
Shuriken: Fix various CollisionModule issues.
Shuriken: Removed objectReference when removing collision plane transform reference.
Shuriken: Fix that color picker auto closes when being opened from the gradient editor
Shuriken: Make sure gameview and scene view is repainted after clearing particle system.
Shuriken: Curves are removed from curve editor when selecting a new particle system in the inspector
Shuriken: Show by default all modules (also disabled modules)
Shuriken: Particles is kept and rendered paused when deselected.
Shuriken: Rearranged modules
Shuriken: Renamed 'Energy' to 'Lifetime'
Shuriken: Fix that removed modules would be shown after restart of Unity
Shuriken: Rename: 'Lock to Transform' to 'Simulation Space'
Shuriken: Disable remove menu item when Show All Modules is enabled
Shuriken: Fix copy paste of MinMaxCurve to include curve scalar
Shuriken: Renamed API 'Prewarm' to 'Simulate' (Fastforwards the particle system by simulating particles over given period of time, then pauses it.)
Shuriken: Show other particle icons when a particle system is playing
Shuriken: Allow removal of ParticleSystemRenderer module when show all modules is enabled
Shuriken: Always play a particle system when its initialized
Shuriken: Larger click area for module enable button
Shuriken: Resimulate and Wireframe toggles now shown in ParticleSystemInspector
Shuriken: Removed context menu for Wireframe (now shown in inspector)
Shuriken: New color for Shape gizmos
Shuriken: GradientEditor: Inputfield for key location
Shuriken: ParticleSystemRenderer: When changing to Mesh rendermode set Cube.fbx as default mesh
Shuriken: Fix that it is not allowed to create particle system on a Prefab
Shuriken: Added show location of ParticleSystem to context menu of Particle System.
Shuriken: Fixed that undo didn't work when deleting a module.
Shuriken: Particle systems no longer evaluated when paused.
Shuriken: Velocity over lifetime and Force over lifetime module curves now have separate random values for x, y and z.
Shuriken: Fixed issue where in some setups particles would not move smoothly.
Shuriken: Particle systems now get correct default values also when created from the add component menu.
Shuriken: Particle meshes now have tangents.
Shuriken: Rotation over lifetime and rotation by speed no longer override eachother (they are additive).
Shuriken: Particle emission no longer show visible patterns.
Shuriken: Particles now rotate with the particle system if lock to transform is enabled.
iOS: Fixed AudioClip managed callback stripping issue.
iOS: Fixed issue causing ARMv6 device reboots.
iOS/Android: Fixed batching/skinning issues due to meshes being in interleaved format right away
gles11 skinning crash when mesh have tangents
missing uv2 channel causing graphics artefacts and/or crashes
batching crashing when shader wants not exactly same components as mesh provides
Android: fixed crash upon the end of microphone recording
Asset Server: Fixed a problem where changes to project settings were not always fetched from the server.
Asset Server: Models that require an external program to import will again work without having to install the program on all clients.
Audio: Custom filters now respect 3D panning (use PanLevel to make it 2D)
Audio: Importer now uses way less memory, and handles out-of-memory errors gracefully.
Audio: Crash fix when recompiling while playing a custom filter.
Audio: Fix dry/wet group asserts.
Audio: Importing 0-length audio clips, don't crash anymore.
Audio: GetData() on an AudioClip recorded with Microphone is now working.
Lightmapper: Fixed a crash occurring when light probes were baked, all probes from the light probe groups removed and then probes baked again. (You need to re-bake or delete the light probe asset if you experienced the crashes.)
Lightmapper: No longer crashes trying to lightmap meshes without normals.
Lightmapper: Fixed the issue with terrains taking a long time to export when in linear space.
Rendering: Fixed the issue with dynamic objects using light probes not getting direct light from auto lights in dual lightmaps mode (both in deferred and in forward rendering paths).
Changes:
Cache Server: Will now by default write cache to current working directory, and not to some location in user folders.
Cache Server: Added --path command line option to set cache location.
Cache Server: Added --size command line option to set maximum cache size in bytes.
Native Client: Added Physics stripping checkbox for smaller build size.
NavMesh: API Changed : NavMeshAgent.DistanceToEdge() renamed to NavMeshAgent.FindClosestEdge().
NavMesh: API Changed : NavMesh.SamplePosition : reversed arguments for maxDistance, acceptMask (to be consistent with physics).
NavMesh: API Changed : NavMeshAgent.GetCurrentOffMeshLinkGameObject() and NavMeshAgent.GetCurrentOffMeshLinkData() are replaced with: NavMeshAgent.currentOffMeshLink and OffMeshLinkData.offMeshLink.
NavMesh: NavMeshAgent radius, height and baseOffset are scaled by transform scale values (consistent with CharacterController). Adding component to gameObject sets appropriate NavMeshAgent dimensions.
NavMesh: Better handling of assigning invalid values to NavMeshAgent properties (speed, acceleration etc.)
NavMesh: Default settings changed for baking NavMesh and NavMeshAgent radius=0.5 height=2.0.
NavMesh: Bake configuration of tile edge length removed.
Social API: Added a LoadUsers function for fetching user profiles for given user IDs.
Social API: Refactored all classes into a UnityEngine.SocialPlatform namespace, except for the main Social class itself. You now need to use/import the SocialPlatform namespace to use Achievement/Score/etc classes (and they all now derive from interfaces). Implementations (like GameCenter) are placed into their own namespace as well but you only need to use/import them if you need functionality, provided by the implementation, which is not in the generic Social API.
Lightmapper: Inspector for LightProbes.asset no longer gives access to all the data and displays the probe count instead. Debug inspector allows only for editing the coefficients.
Shuriken: Added tool tips to all properties and module headers.
Shuriken: Added ParticleSystem.IsAlive() function to API which can be used to find out if particle system (or any of its children) are alive.
Shuriken: Added local space option to Force over lifetime module.
Shuriken: Added Min Kill Velocity to Collision module.
Shuriken: Renamed elements in API: ParticleSystem.Particle: energy now called lifetime and startEnergy now called startLifetime.
Shuriken: Renamed ParticleSystem.startEnergy to ParticleSystem.startLifetime.
Shuriken: Dampen in Collision Module is now inverted (consistency with limit velocity module).

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