Releases: umasteeringgroup/UMA
UMA 2.12
whats new in 2.12
ability to select items in the project from the global library items menu.
removed the t-pose layer that was missing the animation mask.
updated documentation on events, new slot builder features
better logic when cleaning up the rig in the editor (only on race change, and only if "rebuild skeleton" is checked)
moved some items out of examples that should have been in the core folders.
added option (on by default) to slim down scene saved files that have uma editor-time generated characters in them.
fixed materials that were stripped when you rebuild addressable groups.
you can now add "override dna" to wardrobe recipes. these will be applied instead of the existing dna.
new option on shared colors to force update the shared color from the recipes (on the property block)
now, when you edit a wardrobe item, and a character has that in their preload wardrobe in the active scene, the character will be rebuilt when the wardrobe item is changed.
the clear button in a wardrobe recipe will now ask "are you sure". select cancel if you are not.
you can now target specific races on slots in wardrobe recipes (in the tags dropdown).
umarandomizer will now allow you to set null slots, and weight them (so you have a chance of not adding anything)
cloth self-collision properties added to umaclothproperties
if you edit a recipe, slot, overlay or race, any edit time umas that use those will be regenerated, and any instantiated ones in the cache will be released so the index will pick up the new versions immediately.
10x increase in speed copying rendertextures to texture2d when using modern graphics api (dx11/12, ps4, opengl 4.3, opengl es 3.1, metal, etc.)
plugin system to add your own ui pieces into the recipe editor (iumarecipeplugin)
option to recalculate tangents in slot builder
added save/load/clear buttons to the tags list on the slots in the recipe editor.
experimental support for saving and restoring regular mounted items between builds. to use, add the "umaignore" tag to the object
new menuitem in global library to apply selected races to selected wardrobe items.
when creating a prefab using the prefab maker, uma will now correctly detect detail normal maps, and will also mark all normal maps as normal maps in the import settings.
option to add "standalone dna" component to prefab, giving you the option to have dna on the non-uma prefabs. when using this option, uma is required to be in the scene to be able to process the dna.
experimental - multiple bone chains in umajigglebone
fixed issue in addressables caused by out of order calling of events and actions in new addressable library
updated several scenes to be more current
UMA 2.12 RC2
Whats new in 2.12
Ability to select items in the project from the Global LIbrary items menu.
Removed the T-Pose layer that was missing the animation mask.
Updated documentation on events, new slot builder features
Better logic when cleaning up the rig in the editor (only on race change, and only if "rebuild skeleton" is checked)
Moved some items out of examples that should have been in the core folders.
Added option (on by default) to slim down scene saved files that have UMA editor-time generated characters in them.
Fixed materials that were stripped when you rebuild addressable groups.
You can now add "Override DNA" to Wardrobe Recipes. These will be applied instead of the existing DNA.
New option on shared colors to force update the shared color from the recipes (on the property block)
Now, when you edit a wardrobe item, and a character has that in their preload wardrobe in the active scene, the character will be rebuilt when the wardrobe item is changed.
The Clear button in a wardrobe recipe will now ask "are you sure". Select cancel if you are not.
You can now target specific races on slots in wardrobe recipes (in the tags dropdown).
UMARandomizer will now allow you to set null slots, and weight them (so you have a chance of not adding anything)
Cloth self-collision properties added to UMAClothProperties
If you edit a recipe, slot, overlay or race, any edit time UMAs that use those will be regenerated, and any instantiated ones in the cache will be released so the Index will pick up the new versions immediately.
10x increase in speed copying RenderTextures to Texture2D when using modern graphics API (DX11/12, PS4, OpenGL 4.3, OpenGL ES 3.1, Metal, etc.)
Plugin system to add your own UI pieces into the recipe editor (IUMARecipePlugin)
Option to recalculate tangents in slot builder
Added save/load/clear buttons to the tags list on the slots in the recipe editor.
Experimental support for saving and restoring regular mounted items between builds. To use, add the "UMAIgnore" tag to the object and enable in the generator
new menuitem in Global Library to apply selected races to selected wardrobe items.
When creating a prefab using the prefab maker, UMA will now correctly detect detail normal maps, and will also mark all normal maps as normal maps in the import settings.
Option to add "Standalone DNA" component to prefab, giving you the option to have DNA on the non-UMA prefabs. When using this option, UMA is required to be in the scene to be able to process the DNA.
Experimental - multiple bone chains in UMAJiggleBone
Fixed issue in addressables caused by out of order calling of events and actions in new addressable library
UMA 2.12 RC1
Ability to select items in the project from the Global LIbrary items menu.
Removed the T-Pose layer that was missing the animation mask.
Updated documentation on events, new slot builder features
Better logic when cleaning up the rig in the editor (only on race change, and only if "rebuild skeleton" is checked)
Moved some items out of examples that should have been in the core folders.
Added option (on by default) to slim down scene saved files that have UMA editor-time generated characters in them.
Fixed materials that were stripped when you rebuild addressable groups.
You can now add "Override DNA" to Wardrobe Recipes. These will be applied instead of the existing DNA.
New option on shared colors to force update the shared color from the recipes (on the property block)
Now, when you edit a wardrobe item, and a character has that in their preload wardrobe in the active scene, the character will be rebuilt when the wardrobe item is changed.
The Clear button in a wardrobe recipe will now ask "are you sure". Select cancel if you are not.
You can now target specific races on slots in wardrobe recipes (in the tags dropdown).
UMARandomizer will now allow you to set null slots, and weight them (so you have a chance of not adding anything)
Cloth self-collision properties added to UMAClothProperties
If you edit a recipe, slot, overlay or race, any edit time UMAs that use those will be regenerated, and any instantiated ones in the cache will be released so the Index will pick up the new versions immediately.
10x increase in speed copying RenderTextures to Texture2D when using modern graphics API (DX11/12, PS4, OpenGL 4.3, OpenGL ES 3.1, Metal, etc.)
Plugin system to add your own UI pieces into the recipe editor (IUMARecipePlugin)
Option to recalculate tangents in slot builder
UMA 2.11.7A2
Whats new in 2.11.7
Ability to select items in the project from the Global LIbrary items menu.
Removed the T-Pose layer that was missing the animation mask.
Updated documentation on events, new slot builder features
Better logic when cleaning up the rig in the editor (only on race change, and only if "rebuild skeleton" is checked)
Moved some items out of examples that should have been in the core folders.
Added option (on by default) to slim down scene saved files that have UMA editor-time generated characters in them.
Added missing "Generate Single Group (Fast)" option to generator.
Fixed materials that were stripped when you rebuild addressable groups.
You can now add "Override DNA" to Wardrobe Recipes. These will be applied instead of the existing DNA.
UMA 2.11.7A1
Add two new menu items to the Items menu in the Global Library Window:
Add Selected Items to Unity Selection
Add Selected Items to Unity Selection (include dependencies).
These will select items (races, slots, overlays, recipes) in the project, so you can export a package containing those items and their dependencies. After using this function, right click in the project on one of the selected items, and choose "Export package". Be sure to turn OFF "include depenencies" in the Unity dialog that pops up. (it will add a ton of stuff you don't need).
Fixed Locomotion animator controller
UMA 2.11.6
Whats new in 2.11.6
Tags function in character editor (clear/load/save)
Added new eyebrows for male character
Update male base recipe with eyebrows
Added Set Mount Transform function on UMAMountedItem
Reworked "hide" on DynamicCharacterAvatar so it was stateless
Fixed Expression Player so it didn't setup the bones until it was needed.
Hides from suppressed slots are no longer used.
Fix Expression Player so it will still update even if jaw/head turned off.
Character Editor was not saving tags
Added foldout for tags
UMA 2.11.6 Prerelease
Whats new in 2.11.6
Tags function in character editor (clear/load/save)
Added new eyebrows for male character
Update male base recipe with eyebrows
Added Set Mount Transform function on UMAMountedItem
Reworked "hide" on DynamicCharacterAvatar so it was stateless
Fixed Expression Player so it didn't setup the bones until it was needed.
UMA 2.11.5
What's new in 2.11.5
Added Prefab Maker - converts an UMA to a Non-UMA.
Fixed bug where UVs could be incorrectly positioned when multiple slots shared a non-atlas material
Added a checkbox to disable garbage collection during the edit process
Removed some debug messages that were no longer needed
Fixed issue where DNA could get an exception if you recompile but have a scene open that does not have a UMAContext
Edit time generation will create a UMAContext from the UMA_GLIB prefab if you drop a UMA in a scene that does not have one. This will be deleted when something else is selected.
Fixed issue with Animancer and Playables when building an UMA.
UMA 2.11.4
Whats new in 2.11.4
Typo fixed
UMA 2.11.3
Fixed issue where 32 bit meshes were corrupted.
Fixed issue where LOD system could "thrash" and flipflop LOD levels.
Added time and random variation to LOD test so all checks do not happen on the same frame.