v0.3.0 - 2018-10-20
- Added support to get an array of all sub-mesh indices on a mesh.
- The maximum hash distance is now calculated based on the VertexLinkDistanceSqr property value instead of being hardcoded to 1.
- Fixed an issue with the vertex hashes not using the entire integer range, but instead was using only half of it.
- Reworked the OBJ mesh parsing.
v0.2.1 - 2018-07-05
- Heavily optimized the initialization and simplification process for the fast quadric mesh simplification algorithm.
- Removed the maximum vertex count limit for over Unity 2017.3 in the Unity example.
- Added support to specify if meshes should be combined when creating LOD levels in the Unity example.
v0.2.0 - 2018-05-12
- Feature to change the maximum iteration count for the fast quadric mesh simplification algorithm.
- A feature (Smart Linking) to the quadric mesh simplification algorithm that attempts to solve problems where holes could appear in simplified meshes.
- Linked vertices feature has been deprecated. It was very expensive and has been replaced with the new smart linking feature.
- Protected fields of DecimationAlgorithm are now private in order to make it easier to deal with backwards-compatibility.
- The KeepBorders property has been renamed to PreserveBorders on the DecimationAlgorithm class.
- The Unity example project is now for Unity version 2018.1.0f2
- The solution file is now for Visual Studio 2017.
- More error logging when vertex attribute array lengths don't match the vertex count.
- Instead of always merging vertex attributes when an edge is removed, the vertex attributes are moved in cases where it would be more effective.
- Better support for skinned meshes.
- A mesh simplification algorithm based on the Fast Quadric Mesh Simplification algorithm.
- Support for static and skinned meshes.
- Support for 2D, 3D and 4D UVs.