Sage Patch Notes -- v1.6.10a

Sage Patch Notes -- v1.6.10a

PostPosted by AlteredReality » Sun Feb 12, 2012 8:43 pm

Version 1.6.10a (Sage Basic \w Dlls only)

- Rebuilt Dlls using VS2008 instead of VS2010 to fix iOS/Android issue.

Version 1.6.10 -- 10/28/2013

- Added SageBaseController, which contains all SageController functionality. Also added SageController.cs, which allows you to remove the OnGUI() call to display the runtime info if needed.
- Removed any per-frame references to GetComponent<> functions.

Version 1.6.9 -- 9/10/2013

- Fixed an issue where a forced trigger would choose unsatisfied conditions over satisfied conditions.

Version 1.6.8 -- 8/11/2013

- Fixed an issue with chained condition nodes.
- Fixed some state blending issues with nested graphs.
- Fixed some issues with mixing transforms in nested graphs.

Version 1.6.7 -- 6/19/2013

- Fixed an issue with deleting variables.
- Fixed an issue with deleting nodes when closing, and then later opening the editor in the same session.

Version 1.6.6 -- 5/26/2013

- Significantly reduced Sage memory usage.
- Reduced start up time of Sage Libraries.
- Added an option to hide links in the Sage editor.
- Added an option to hide warnings in Sage editor.

Version 1.6.5 -- 5/11/2013

- Added some sanity checks to setting weight.
- Added a helper to make it easier to add a sage controller at runtime, and init it's values. Can now use static function SageController.AddSageController<T>(...).

Version 1.6.4 -- 11/6/2012

- Fixed an issue where an anim list, when playing random animations on looping, would set an improper anim weight for a frame.

Version 1.6.3 -- 10/30/2012

- Fixed an issue where changing a variable twice in one frame would sometimes not cause the correct conditions to trigger.
- Fixed some misc errors.

Version 1.6.2 -- 10/15/2012

- Adjusted the order in which graphs are updated to allow better logic flow.
- Fixed an issue where a condition that was already true did not trigger properly when switching states.
- Non-forced condition nodes will no longer trigger with a transition path is active.

Version 1.6.1 -- 10/7/2012

- Nested state machines can now be configured to use an explicit initial state.
- Fixed an issue where starting/stopping a graph that was already starting/stopping didn't work correctly.
- Removed some unneeded debug code.
- Removed an unneeded debug file.

Version 1.6.0 -- 9/14/2012

- Added the ability Copy and Paste Nodes and State Machines!
- Trigger nodes now force states to restart if they are already active.
- Node warnings are ALOT more obvious now.
- Removed redundant log error for mixing transform animations already being used.
- Fixed an issue with undo/redo of deleting nested graphs.

Version 1.5.8 -- 9/3/2012

- Fixed an issue where conditions wouldn't be triggered properly when switching states too fast.
- Fixed an issue where a log error would trigger incorrectly.

Version 1.5.7 -- 9/1/2012

- Fixed an issue where mixing transforms wouldn't be applied to the blend graph nested in another blend graph.
- Fixed an issue where editing controls for mixing transforms wouldn't show up if no template animation was set.
- Added log errors for validating mixing transforms.
- Added log errors for validating that an animation is only being used once at any given time.

Version 1.5.6 -- 8/2/2012

- Fixed an issue where a condition node in a nested state machine could be triggered more than once upon starting.

Version 1.5.5 -- 7/20/2012

- Added basic runtime info output options to the SageController.
- Added Send Trigger feature to Visual Debugging system.
- Fixed a bug where an out time of 0 would cause an animation to hang.

Version 1.5.4 -- 7/8/2012

- Fixed a bug that prevented multiple linked condition nodes from working properly.

Version 1.5.3 -- 6/23/2012

- Added "Random on Loop" option to the Anim List state node.
- Fixed a bug preventing an animation with negative speed properly playing with the "Once" wrap mode.
- Exposed list of animations being used in a library (accessible from the ISageLibary interface).
- Also added the ability to check if a used animation has movement enabled.

Version 1.5.2 -- 5/13/2012

- Added ability to force Sage to recache all animations in the case of dynamically changing animation clips on a target Animation object.
- Fixed all compiler warnings in the source code.
- Fixed an issue where a newly created node would not show up.

Version 1.5.1 -- 5/7/2012

- SIGNIFICANTLY improved performance...up to 4 times faster!
- Fixed a bug with Float Variable visual debugging.
- Added warning for multiple Sage Controllers on the same game object.
- Auto-generated "_BaseController" script is now abstract.
- Auto-generated scripts now attempt to make sure only valid characters are used in their names.

Version 1.5.0

- Added the ability to fully nest any graph inside of any other graph. For example, you can place a state machine in another state machine, or a blend graph in a blend graph. This allows the user full freedom to setup how they want their graphs to interact with each other!
- Added a tree view to display the hierarchy of graphs.
- Added new Blend Graph Nodes: Blend Graph, State Machine
- Added new State Machine Nodes: Blend Graph, State Machine, Parallel State Machine
- Fixed an issue where negative animation speeds would cause movement not to apply.
- Fixed an issue where rotation would not be applied if there was no movement.
- Fixed an issue that would cause a Direction node to not blend properly in some cases.
- Fixed some undo/redo issues.
- Updated the soldier demo library so that it looks alot better.
- Updated documentation.

Version 1.4.3

- Updated Soldier animations and SoldierSL Sage Library to ensure the movements blend better.
- Fixed a potential issue where, when adding a node, it isn't immediately visible in the editor.
- Fixed an issue where certain nodes would push unneeded commands at times that would break interrupt proper undo/redo support.
- Fixed an issue where a node could get locked and unable to be moved.
- Fixed an issue where if a selected node was deleted, it would get added back next time the selected node changes.

Version 1.4.2

- Added Direction Blend node which makes it easier to blend directional movement animations.
- Added optional "and" to condition nodes.
- Added SuspendAndPlayAnimations function to SageLibrary to take a list of animations to play while suspended.
- Fixed a bug when a node slot has multiple output ports.
- Fixed a bug where blend graph syncing wouldn't work when an animations speed was negative.

Version 1.4.1

- Added Threshold to Input Variable of type Stick. This controls the magnitude the stick must be pressed in order to update the variable.
- Fixed an issue that prevented Input Variables from working in debug mode.
- Updated demo input scripts.

Version 1.4.0

- Added a Sync Anims feature to Blend Graphs to allow animations to blend together better. This works like Animation.SyncLayer, except only applies to anims in the blend graph.
- Added ability to apply rotation from an animation in a state graph or blend graph, in addition to movement.
- Added a delegate for applying character movement that can be overridden in a custom controller. This allows games to handle movement in their own way.
- Refactored how character movement works to work better with a Character Controller.
- Fixed a bug where certain prefab layouts would cause Sage to not properly find the Animation component.
- Misc bug fixes.

Version 1.3.0

- Implemented full support for previewing and debuging a Sage Library directly in the Unity Editor. You no longer need to start Game Mode in the editor to do this.
- Added a "Generate Scripts" feature, which will automatically generate 2 scripts that fully encompass everything that an given Sage Library can do. This will make it ALOT easier to interact with your Sage Libraries.
- Added a new input, Speed, to Animation Clips in Blend Graphs to dynamically change the playback speed of animations.
- Animation Clips can now be played back at negative speeds.
- Improved Graph Rendering Effeciency
- Deprecated Sage Testing GUI, as it is no longer needed.
- Removed TestingGUIExampleLevel.
- Updated to Unity 3.5.
- Updated examples to demonstrate new functionality.
- Updated documentation to reflect new features and changes.

Version 1.2.0

- Signficantly refactored the appearance of Sage to make it look more clean and professional.
- Added Movement to Animation Nodes and Anim List States. This allows animations to apply movement to the character while active, and blend in/out.
- Added Input Variable, which will automatically update to input current input values into a Sage Library.
- Added Trigger node, which enables the graph to listen and react to a "Trigger" message sent to the SageController using SendMessage. This can be used to initiate state transitions.
- When a Condition node has no inputs, it is now a "Force Transition" node, which will force transitions to connected states when it's condition becomes true.
- Added an example of how to use Sage through Javascript.
- Added button to expand/collapse all nodes in the current graph.
- The Animation node is now collapsable.
- Added a button to edit the blend graph of a collapsed Blend Graph State Node.
- Fixed most UI bugs that stemmed from Unity GUI issues by implementing robust workarounds.
- Removed Reload UI button.
- Fixed a bug with displaying the list of initial states.
- Fixed a bug where a Condition node would trigger transitions too frequently.
- Improved readability for Visual Debugging of the active state.
- Updated examples to demonstrate new functionality.
- Updated documentation to reflect new features and changes.

Version 1.1.0

- Added Support for Mixing Transforms in State Machines. Now it is possible to have State Machines only apply animations to specific bones and their children.
- Improved Reload UI functionality to resolve intermittent Unity GUI issues more efficiently.
- Added Presets to the Float Blend node to make them quicker and easier to use.
- Added Start Active option to State Machines.
- Fixed an issue preventing sections of the UI from working in Unity 3.5.
- Updated examples to demonstrate new functionality.
- Updated documentation to reflect new features and changes.

Version 1.0.3

- Added Default Value option to Float Variables
- Added Wrap Value option to Float Variables
- Fixed an issue where graphs could appear to be in debug mode when they shouldn't be.
- Added a Code Example Level along with supporting scripts.
- Adjusted the setup of SoldierSL Sage Library to blend better with player input.
- Updated documentation for 1.0.3.
Andy - Altered Reality
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