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CHANGELOG.md

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Changelog

0.18

  • Support for loading animations from Magica Voxel 0.99.7 files, and also generating animations procedurally. Instead of a single model handle, VoxelModelInstance now has a vec of model handles. If you're generating your own animation, you will also need to add a VoxelAnimationPlayer component. See the animation-generation example. When loading animations from vox files, the loader will add a VoxelAnimationPlayer automatically. This can be adjusted using the VoxelInstanceSpawned hook. See the animation-scene example.
  • VoxelContext::new now returns an Optional.

0.17.1

  • Fix srgb color palettes
  • VoxelModelInstance now has Transform and Visibility as required components

0.17

  • MagicaVoxel cloud materials are now imported as volumetric fog textures. See the cloud-scene example.
  • Because of this change, VoxelModel's mesh and material handles are now optional. This is because if a model consists only of cloud materials, it won't have any surfaces to be meshed.
  • VoxelInstanceSpawned previously only fired for models that had been named in the Magica Voxel editor. Now it fires for all models, named and unnamed, and also includes their layer name, if a name has been assigned to the model's layer in the Magica Voxel editor.
  • Add uses_srgb field to VoxLoaderSettings, defaulting to true, to more accuratelty match the colors in the Magica Voxel render pane.

0.16

  • Update to Bevy 0.15
  • Add a pbr_transmission_textures feature tracking the same-named feature in Bevy. This allows you to disable pbr_transmission_textures, freeing up texture slots if you want to instead support other rendering features like percentage-closer soft shadows on macOS or webGL. See this Bevy PR for an explanation. If you disable pbr_transmission_textures but still need to use transmissive materials in your scene, you should ensure that each model only contains either solid or transmissive materials, but not a mixture of both: combining solid and transmissive in a single model requires transmission textures. An added bonus of dividing models this way is that the solid sections will be visible through the translucent sections (whereas in a model combining solid and transparent materials, the solid sections of the model won't be visible through the transparent sections).
  • Add a VoxelInstanceSpawned event that automatically propagates up through the scene hierarchy, allowing you to scope observers to specific branches of your scene.

0.15

  • Remove VoxelScene and VoxelSceneBundle: VoxSceneLoader now loads Voxel files directly into a Bevy Scene
  • VoxelSceneHook and VoxelSceneHookBundle removed in favour of observers
  • Ability to inject global VoxLoaderSettings into VoxSceneLoader as a workaround for the bugs in Bevy where load_with_settings ignores settings under various conditions.
  • Add UnitOffset parameter to VoxLoaderSettings to override how vertex positions are centered

0.14

  • Support Bevy 0.14
  • Show new bevy rendering features in examples (volumetric fog in transmissions scene and depth-of-field in voxel collisions)
  • Create a palette from a gradient