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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -4,6 +4,42 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [6.15.1] - 2025-12-09
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### Added
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- Assigned glTF logo to [GltfEntityAsset](xref:GLTFast.GltfEntityAsset) component.
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- (Test) Test glTF asset *CylinderWithMaterial* that's procedurally generated at runtime.
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- (Test) Tests for documentation examples.
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- (Test) `OpenGltfScene` improvements.
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- Refactored to use custom load method.
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- Load method option to choose between loading from file or URI.
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- Scene index option.
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- Informative console logs with file path/URI and load time.
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- Now works at runtime as well (without file dialog).
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- Re-positions camera so that the loaded glTF scene is framed.
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- Can load via [EntityInstantiator](xref:GLTFast.EntityInstantiator).
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### Changed
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- (Entities) Entities of a scene are grouped via `LinkedEntityGroup`.
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- (Performance) Import mesh indices as unsigned integers and don't convert to signed integers anymore.
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- (Performance) Limited copy buffer size, so that garbage allocations do not scale with glTF-Binary content size anymore (when loading from file or `Stream`).
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- (Performance) Large glTF-Binary content is now loaded into memory in smaller chunks, which keeps the frame rate smooth (when loading from file or `Stream`).
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- (Performance) Shift loading glTF-Binary from stream to memory to a background thread, if it won't likely fit within the current update loop.
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- (Performance) glTF-Binary buffers are not initialized with zeros before population.
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-[meshoptimizer mesh compression for Unity] minimum required version was raised to 0.2.0-exp.1.
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- (Test) Updated tests dependency Graphics Test Framework (com.unity.testframework.graphics) to 8.13.1-exp.1.
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### Fixed
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- Returning a proper error for glTF-Binary with a content length shorter than what's depicted in the header.
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- NotSupportedException when loading a glTF-Binary file with excess length (fixes [#786](https://github.com/atteneder/glTFast/issues/786)).
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- (Documentation) Clarified how to add export shader variants.
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- (Test) Fixed generated test glTFs by exporting them in synchronous mode (only available internally).
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- (Importer) Synchronization Context is now properly reset after an exception (thanks [Bruno](https://github.com/bruno1308) for [#29](https://github.com/Unity-Technologies/com.unity.cloud.gltfast/pull/29)).
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- Removed compiler warning when `GLTFAST_SAFE` scripting define is active.
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- (Test) Stabilize tests by executing `LogAssert.Expect` before actual tests.
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- (Entities) Sub-meshes are rendered properly.
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- (Test) Tests destroy the glTF entities before disposing meshes/materials to avoid batch rendering errors.
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## [6.15.0] - 2025-11-17
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### Added
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### Removed
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- Broken consistency check between image data URI mediatype against image's mimeType.
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- Support for obsolete Hybrid Renderer (com.unity.rendering.hybrid).
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## [6.14.1] - 2025-09-30
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## [6.10.2] - 2025-02-03
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### Added
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- (Importer) *Textures Readable* checkbox in the imnporter inspector (*Textures* section).
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- (Importer) *Textures Readable* checkbox in the importer inspector (*Textures* section).
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- (Export) Error message when attempting to export with unsupported meshopt compression.
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- (Tests) Runtime import performance tests.
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- (Tests) Procedurally generated glTFs for testing purpose.
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- All missing extensions are logged (not just the first one).
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- There's now a single message per missing package.
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- Depending on whether that extension is required the message's type is warning or error.
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- Added explicit message when [*meshoptimizer decompression for Unity*][meshoptUnity] is missing.
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- Added explicit message when [meshoptimizer mesh compression for Unity] is missing.
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## [6.3.0] - 2024-03-27
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[Draco for Unity]: https://docs.unity3d.com/Packages/com.unity.cloud.draco@latest
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