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v0.3.0

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@mbrea-c mbrea-c released this 17 Mar 20:20
· 54 commits to master since this release
98f1603

Highlights

  • Update to Bevy 0.13 and egui 0.26
  • Editor quality of life
    • Preview Hierarchy tab displays all of the animated entities (all character bones) in the currently previewed animated scene as a tree.
    • Clicking a bone from the Preview Hierarchy will copy its EntityPath to the clipboard and debug render the bone in the Preview Scene tab.
    • Some nodes display debug gizmos in the scene preview when selected in the editor
    • Animation graph and animated scene asset selectors are now displayed as a tree
  • Node overhauls
    • Rotation node is now more configurable
      • Input rotation can be in local (relative to parent bone), character (relative to root bone) or global space.
      • The rotation can be either blended (with configurable weight) with the target bone's rotation, or composed with the target bone's rotation.
      • A chain_length can be configured so that the rotation propagates to the bone's ancestors with decaying weight.
    • FlipLR node is more configurable
      • Detecting bones from the left/right sides is no longer a hardcoded "is there a .L or .R suffix" test, it can now be configured using regular expressions (arbitrary patterns before and after the left/right keys).
  • Ported support for step and cubic interpolation methods from bevy_animation.
  • Switched curve sampling to be done eagerly when sampling animations, rather than lazily. This slightly changed how chain and loop nodes work, but other than that it should not have any more visible effects if everything went well. Internally, however, a lot of complexity was removed from the codebase. The reasoning for the change and why it wasn't done like this from the beginning is explained in the PR #41

Changelog

Full Changelog: v0.2.0...v0.3.0