Addressables added. 2018.4 new base version.
Support for Addressables
Automated generation of addressables groups
Automated cleanup of slots/overlays/textures
Significantly reduced memory overhead
Build requests are queued up with all relevant data
Added recipes to Addressables. If you do this, you must load them before access (they are all labelled by recipe and with 'UMA_Recipe')
New global library window
New functions to mark items by various parameters
New Addressables Menu to generate items
New Ability to remove unused slots/overlays using the addressable groups
New Ability to remove items from library by dropping a folder onto the lib
Added a label field to recipes to allow the user to override addressable label names
Moved Mesh Hide mask creation to mesh building, to address sync issues
Updated DNA checks to pull from global library instead of searching resources. Fixes an issue on android
When the animator is rebuilt, the layer weights are saved and restored now
LoadFromRecipeString now has a flag to clear the existing wardrobe when loading
Added SetRawColor function (and code) so you can pass in an OverlayColorData and the sytem won't monkey with it
UMAMaterial Changes
Added checkbox to use the overlay multiplier color as the background for alpha blended overlays.
Added a multiplier to allow adjusting that color.
This improves the look of hair (gets rid of banding on the edges)
Added Animation Clip Target Renamer to help with renaming targets for UMAs when the animation is broken
Reworked compatible races recipe loading, so they are figured out in the index at startup
Context changes
Created a new UMAGlobalContext context that pulls everything from the global library.
(This removes the need for the various libraries - racelibrary, slotlibrary, etc.)
All access to UMA data now goes through the contexts.
Created new prefab UMA_GLIB using the global context. It is recommended to switch to this version in 2.10.
LOD Improvements
Added "Maximum LOD Level" to SlotDataAsset, and Suppressed flag to SlotData for use by LOD systems
Added "Use Slot Dropping" to UMASimpleLOD, this will suppress slots based on the fields above.
By default, the eyebrows, eyelashes, and Inner Mouth are set to drop after LOD 0. Eyes are set to drop after LOD 1.
Ability to hide slots by Slot tag.
Added support for 32 bit index buffers (large meshes). To enable, add UMA_32BITBUFFERS to the player defines. This is experimental at this time.
Verify button in Slot Builder Window will detect UV Coordinates that are out of range.
Added Elf male and Elf female races with base race recipes.
CollisionMatrixFixer will read the current layermask settings for Ragdoll and NoCollisions, and use those if found.
Added "AutoSetLayers" property to UMAPhysicsAvatar. When set, the player layer will be the current gameobject layer, and the Ragdoll layer will be read from the layermask settings.
Added Shader Parameter Mapping to UMAMaterial - UMAMaterials can now map shared colors to color properties in the generated material. Useful for shaders that have extra color parms (like skin & hair shaders).
Various bug fixes & changes
Fixed various overlays that were missing textures or had the wrong count
Fixed some scenes that had broken over time
Sometimes a shader would not be compiled correctly.
Reworked recipe editor and disallowed duplicate mesh hide assets.
Addressables added. 2018.4 new base version. Support for Addressables Automated generation of addressables groups Automated cleanup of slots/overlays/textures Significantly reduced memory overhead Build requests are queued up with all relevant data Added recipes to Addressables. If you do this, you must load them before access (they are all labelled by recipe and with 'UMA_Recipe') New global library window New functions to mark items by various parameters New Addressables Menu to generate items New Ability to remove unused slots/overlays using the addressable groups New Ability to remove items from library by dropping a folder onto the lib Added a label field to recipes to allow the user to override addressable label names Moved Mesh Hide mask creation to mesh building, to address sync issues Updated DNA checks to pull from global library instead of searching resources. Fixes an issue on android When the animator is rebuilt, the layer weights are saved and restored now LoadFromRecipeString now has a flag to clear the existing wardrobe when loading Added SetRawColor function (and code) so you can pass in an OverlayColorData and the sytem won't monkey with it UMAMaterial Changes Added checkbox to use the overlay multiplier color as the background for alpha blended overlays. Added a multiplier to allow adjusting that color. This improves the look of hair (gets rid of banding on the edges) Added Animation Clip Target Renamer to help with renaming targets for UMAs when the animation is broken Reworked compatible races recipe loading, so they are figured out in the index at startup Context changes Created a new UMAGlobalContext context that pulls everything from the global library. (This removes the need for the various libraries - racelibrary, slotlibrary, etc.) All access to UMA data now goes through the contexts. Created new prefab UMA_GLIB using the global context. It is recommended to switch to this version in 2.10. LOD Improvements Added "Maximum LOD Level" to SlotDataAsset, and Suppressed flag to SlotData for use by LOD systems Added "Use Slot Dropping" to UMASimpleLOD, this will suppress slots based on the fields above. By default, the eyebrows, eyelashes, and Inner Mouth are set to drop after LOD 0. Eyes are set to drop after LOD 1. Ability to hide slots by Slot tag. Added support for 32 bit index buffers (large meshes). To enable, add UMA_32BITBUFFERS to the player defines. This is experimental at this time. Verify button in Slot Builder Window will detect UV Coordinates that are out of range. Added Elf male and Elf female races with base race recipes. CollisionMatrixFixer will read the current layermask settings for Ragdoll and NoCollisions, and use those if found. Added "AutoSetLayers" property to UMAPhysicsAvatar. When set, the player layer will be the current gameobject layer, and the Ragdoll layer will be read from the layermask settings. Added Shader Parameter Mapping to UMAMaterial - UMAMaterials can now map shared colors to color properties in the generated material. Useful for shaders that have extra color parms (like skin & hair shaders). Various bug fixes & changes Fixed various overlays that were missing textures or had the wrong count Fixed some scenes that had broken over time Sometimes a shader would not be compiled correctly. Reworked recipe editor and disallowed duplicate mesh hide assets.