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base repository: Whinarn/UnityMeshSimplifier
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head repository: Unity-Technologies/UnityMeshSimplifier
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- 10 commits
- 4 files changed
- 3 contributors
Commits on Jan 25, 2018
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Commits on Jan 26, 2018
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Commits on Apr 26, 2018
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Commits on Sep 6, 2018
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* Bone weights are now copied when moving vertex attributes. * Added a comment to make a line more clear as to what the purpose is. * Bone weights will now always be the same for linked vertices. Can there be instances where this is not desired? * Bindposes of meshes are now automatically copied if a mesh is initialized with the MeshSimplifier and the ToMesh method is sequentially used. In all other cases, the bindposes have to be copied over manually. * Added proper support for Unity 2017.4 as well as Unity 2018.X * Created an assembly definition for the scripts that should only be used for Unity versions that do support it. * Added a new section to the readme file regarding a problem with the Visual Studio solution file. * Updated the compatibility section of the readme. * Updated the readme file with another paragraph at the top about platform and runtime support. * Created a change log file. * Added a feature to change the maximum iteration count for the mesh simplification. * Added the default value to the property XML comments of MeshSimplifier. * Fixed a potential problem where the bindposes were never reset if someone would intend to reuse an instance of the MeshSimplifier. * Updated the changelog for the release of version 1.0.0 * The sub mesh triangle offsets are now computed when compacting the mesh after a simplification has completed. * Added a last resort to calculate the sub-mesh triangle offsets if there are none when accessing them. This will only be needed when someone retrieves the sub-meshes before a simplification has been made. * Updated and added more exception throwing. * The sub-mesh triangle offsets array is now reset when clearing sub-meshes. * Fixed issues with the sub-mesh offsets. * Made a code section slightly easier to read. * Added assertions when getting the triangle indices for a sub-mesh. * If the sub-mesh start offset when getting the sub-mesh triangle indices is greater than or equals to the triangle count, an empty array is returned. This is to avoid assertions from triggering, because the offset is outside of the range. This can happen when the last sub-meshes (in index order) end up with no triangles after simplification. * Heavily optimized the method for updating triangle references. * Minor optimizations for the quadrics initialization. * Fixed an issue with the Min method in MathHelper one unnecessary check. * Greatly optimized the CalculateError method. * Minor optimization when finding border indices. * Further optimized the UpdateReferences method. * Optimized the collection of border vertices. * Optimized the Flipped method slightly. * Optimized the compating of triangles per iteration slightly. * Optimized the RemoveVertexPass method. * Removed the references to triangle areas. * Optimized the vertex binding of the smart linking feature. * Optimized the smart linking feature further. * Fixed a bug with the border vertex sorting. * Updated the readme file with the compatible Unity versions. * Updated the change log in preparation for the release of version 1.0.1 * Fixed a minor mistake. * Fixed a documentation mistake with the VertexLinkDistanceSqr property on the MeshSimplifier class. * Updated the change log in preparation for the release of version 1.0.2
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Commits on Aug 30, 2019
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Merge remote-tracking branch 'upstream/master' into HEAD
# Conflicts: # CHANGELOG.md # README.md # Runtime/MeshSimplifier.cs
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Commits on Jan 28, 2020
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Merge remote-tracking branch 'upstream/master'
# Conflicts: # Runtime/Whinarn.UnityMeshSimplifier.Runtime.asmdef.meta
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Commits on Apr 13, 2020
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Commits on Aug 22, 2020
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Commits on Aug 25, 2020
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chore(release): 2.3.4 [skip ci]
## [2.3.4](Unity-Technologies/UnityMeshSimplifier@v2.3.3...v2.3.4) (2020-08-25) ### Bug Fixes * **tests:** compile errors on 2018.4.26f1 ([38a1536](Unity-Technologies@38a1536))
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