Releases: anatawa12/AvatarOptimizer
Releases · anatawa12/AvatarOptimizer
v1.8.0-rc.3
Version 1.8.0-rc.3
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Changed
- Improved performance in InternalAutoFreezeMeaninglessBlendShapeProcessor
#1325
- Performance improvements for AutoMergeBlendShape
#1327
Fixed
- basic Mesh Renderers are not considered in Optimize Texture
#1328
v1.8.0-rc.2
v1.8.0-rc.1
Version 1.8.0-rc.1
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Added
- Automatically Merge Blendshape
#1300
- This is new automatic optimization in Trace and Optimize
- This is a part of "Optimize BlendShape" optimization.
- AAO 1.8.0 introduced BlendShape support for Merge Skinned Mesh, but new default mode "Rename to avoid conflicts" would increase number of BlendShape.
- This feature is added to relax this problem by automatically merging multiple BlendShapes of one Mesh.
- With this feature, you can use rename mode without performance loss.
- Fix mode for PhysBone Limits in Merge PhysBone
#665
- In addition to existing
Copy
andOverride
, we addedFix
mode. - This mode will try to correct roll axis by rotating bone.
- This feature allows you to configure the mode for PhysBone Limits in Merge PhysBone.
- This is useful if all configuration is same but roll axis is different.
- In addition to existing
- Automatically merging meshes which have BlendShapes
#1308
- In previous version of Avatar Optimizer, meshes which have BlendShapes are not automatically merged.
- This was because BlendShape manipulation load is proportional to the number of vertices in Unity 2019.
- However, in Unity 2020 and later, BlendShape manipulation load is mostly proportional to the number of moving vertices.
- This means that increasing the number of vertices in a mesh which has BlendShapes does not increase the load of BlendShape manipulation much.
- Therefore, we decided to automatically merge such meshes.
- Improved OSC Gimmick Support
#1306
- We added two information for OSC Gimmick in Asset Description.
- By defining parameters read / written by OSC Gimmick, your OSC Gimmick no longer breaks.
Fixed
v1.8.0-beta.11
Version 1.8.0-beta.11
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Changed
- Show version name on NDMF Console
#1309
Fixed
- NRE if specified expression parameters is None
#1303
- This error only happens if you don't use Modular Avatar since Modular Avatar will assign parameters asset.
- "asset is not temporary asset" error if no Modular Avatar is used
#1304
- Merge Skinned Mesh with Basic Mesh is not working
#1307
- Validation system in Avatar Optimizer is not working
#1307
v1.8.0-beta.10
Version 1.8.0-beta.10
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Added
- Right-click menu option to create a new GameObject with a specified component
#1290
- BlendShape support for Merge Skinned Mesh
#1286
#1299
- You now can successfully merge Meshes with BlendShape with Merge Skinned Mesh.
- Actually, previous version does not have proper consideration for BlendShape.
- This version introduces options to select BlendShape behavior in Merge Skinned Mesh.
Changed
- More Preference Improvement
#1288
Removed
- Merging BlendShape from Rename BlendShape component
#1296
- We will add a new component for merging BlendShapes in the future.
Fixed
v1.8.0-beta.9
v1.8.0-beta.8
Version 1.8.0-beta.8
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Fixed
v1.8.0-beta.7
Version 1.8.0-beta.7
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Added
- Invert option for Remove Mesh in Box
#1257
- You now can remove polygons outside of the box instead of inside the box.
- Along with this new feature, we renamed
Remove Mesh in Box
toRemove Mesh By Box
to make it more clear.- This doesn't change the class name of the component since it's already a part of the public API.
- Remove Mesh By UV Tile, a new way to remove polygons
#1263
- You now easily remove some polygons of models configured for UV Tile Discard.
- This component removes polygons like UV Tile Discard with Vertex Discard Mode.
- Texture Optimizer support for tiling UV
#1268
- API for AtlasTexture Compability
#1269
- Automatically remove unnecessary material properties based on shader
#1041
- This feature is added to
Remove Unused Objects
inTrace and Optimize
. - When you changed shader for an material, properties for previously used shaders might be remain
- This may increase your avatar size by unexpectedly including unused textures
- This feature is added to
- Support for Shaders that depends on vertex index
#1275
- Avatar Optimizer will not automatically merge meshes that are using vertex index
- since merging them may change vertex order, which changes vertex index
Changed
- Transform gizmo are now hidden while you're editing box of Remove Mesh in Box
#1259
- This prevents mistakenly moving the Skinned Mesh Renderer while editing the box.
- Make MergePhysBone implement
INetworkID
#1260
- This allow you to configure networkid for merged PhysBone component
- Changed locale code for simplified chinese from
zh-cn
tozh-hans
#1264
- This would improve compatibility with other NDMF tools.
- Many NDMF tools uses
zh-hans
so previously you may see both 中文 (中国) and 中文 (简体). - I think zh-hans is more accurate expression so I changed so.