MegaFlow Version History
Release History for MegaFlow
Removed latest depreciated method calls for the final Unity 5.6 release
Fixed a problem with the Position handles when editing splines.
Splines now default to Free Handle mode for editing.
MegaFlow is fully 5.6 compatible.
Added new improved spline smoothing, you can now choose between old and new smoothing modes in the Shape Inspector. New method will produce a perfectly smooth spline through all the control points.
Added option to auto smooth the spline when you drag a knot, this will recalc the knot control points if you have changed any.
Rewritten the spline editing bit, making it easier to select and move spline knots and handles.
Move gizmos are now only shown for the currently selected knot.
To edit a spline knot you just need to click the green sphere for the point you want to edit, that will then select that point.
Option to freeze y movement when editing spline points, useful if using the free move handle type.
No need to click and drag mid point gizmos to add a new point you can now just click the circle to add a new knot.
Move handles now point along the spline.
Added extra circle gizmo at end of open spline for easier creation of splines by easily allowing addition of knot on the end.
Add Undo system for spline editing, you can now undo any changes made to a splines knots by clicking the Undo Edit Spline button.
Added option to set the max Undos that can be stored.
Fixed bug that caused splines to get corrupted if you tried to use the Spline animation builder on a spline with an imported animation.
Added the missing SetHandles method to the MegaShapes API.
Fixed errors when building for a Windows App platforms.
Removed error in SVG importer when using a platform that does not support Regex expressions.
MegaFlow now fully compatible with Unity 5.5
Legacy particle system removed for Unity 5.5
MegaShapes lite changes applied to MegaFlow.
The Green Handle Gizmo will now scale with the gameobject transform correctly.
Fixes for deprecated methods
Fixed bug which stopped MegaFlow working correctly when flow data had been optimized.
Added a check for empty velocity data in a flow frame, stopping an exception error.
Added a warning in the console when trying to import FXD data that contains no velocity data.
Fixed FXD parser for when there are different grid dimensions for velocity, smoke and grid fields.
Beta of optimized 2D flows, if Z Grid is 1 then the system will use an optimized grid interpolation and z flow component will be 0.
MegaFlow fully Unity 5.4 compatible
Fixed a bug for Unity 5.x users where the CreateFlow component would give an error due to the component not getting an Awake call.
Added an interpolate option to the particle controllers so you can smoothly move from one flow frame to another.
Fixed particles not flowing correctly on platforms with no threading support.
Removed obsolete methods for Unity 5.1 and Unity 5.2
Fixed MegaShapeLightMapWindow problem when doing an app build.
You can now build lightmap data for MegaShape standard meshes.
Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.
Fixed Shape labels being displayed if behind the camera.
Added a beta OSM data importer. Click the Assets/Import OSM option.
Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.
Fixed exception if trying to build a mesh with a shape with no splines.
Fixed exception if trying to interpolate along a shape with no splines.
Fixed exception if trying to interpolate a spline with no knots.
Autocurve fixed so the last knots handles on an open spline are correct.
Fixed some potential errors in the constant speed interpolation.
Smooth value is now a slider and shows results in realtime for easier use.
Added a StartVal to the Create flow inspector which will be used to initialize the flow grid so you can easily set a start flow state.
Fixed bug in the MegaFlow Rigid Body component that stopped it working.
Added a MegaFlow controlled Rigidbody to the example scene.
Added option to export flow frames back out to FGA files for use by other engines.
Fixed bug which caused the smoke gun objects from being shown after a while.
Added option to Smoke Gun to set range of start rotation of objects.
Flow Effect now has color gradient option to change the color of the object depending on the speed range set.
Added option to Flow Effect to align objects with the flow direction or the object movement direction, useful for arrows objects to show flow direction etc.
Added missing Mass value to the Flow Effect inspector.
Update the SmokeGun script with more options and to make it easier to use.
Added a SmokeGun object to the demo scene.
Further small changes to make compatible with Unity 5.0
Made changes for latest Unity 5 beta to fix any import warnings.
Fixed exception when adding a new curve to a shape.
Added option to Spline Tube Mesh to flip normals for inside tubes.
Added option to Spline Box Mesh to flip normals for inside box tubes.
Added option to Spline Ribbon Mesh to flip normals.
Imported SXL splines will now no longer change values to centre the spline.
Imported SVG splines will now no longer change values to centre the spline.
Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.
Added new InterpCurve3D method which will return the postion, twist and also rotation quaternion for a point on a spline.
Autocurve now does the first and last handles on open splines.
Added ‘Update on Drag’ option to MegaShape inspector, if checked spline meshes will update as you drag, off then they will update when dragging stops.
Fixed inspector for spline animations so buttons aren’t hidden.
Added a namesplit option for FGA, FLW and FXD sequence loading in case your filenames have numbers in apart from the sequence number.
For FGA importing also added a Decimal Format value so you can say how many numbers make up the sequence part.
Added beta of the new moving source system.
Added a simple demo scene showing the moving source in use.
Added a Shuriken particle controller that uses moving sources.
Added a legacy particle controller that uses moving sources.
Added method to MegaFlowFrame API to get flow velocity as a world space position. Makes it easier to use for external scripts.
Changes made so users of MegaWires can use flow sources as wind sources for the wire physics.
Improved the inspector layout for the Create Flow system.
Added helper component MegaFlowSample which has two methods to allow you to get easily get the velocity from a flow field.
Updated the docs page for the MegaFlow source to show new options.
Updated the docs page for the Create Flow system to show the new options and inspector layout.
Further Optimizations to the particle controllers.
Changed the Texture3D create mode to fit the TCParticle layout.
Include setting for splines now respected in create flow.
Option to use a Texture3D in create flow mode
You can now resample the current frame to new grid dimensions, handy for testing smaller grids for better memory use.
Added option to add modifiers to the flow creation, so you can add any object with a collider and use that to adjust the flow.
Fixed an issue with missing preview flows not being saved in the scene.
Each frame can now have an offset value, useful if using multiple frames of different sizes.
Added option to the inspector normalize the flow frame data.
Added a preview option for the Create Flow system, so you can quickly see the current flow without having to send it to the flow source.
Fixed issue in Texture3D builder with negative values.
Added API section to MegaFlow docs, GetGridVelWorld, SetFrame, SetMatrix, GetCol methods.
If the MegaFlow Particle component is attached to a particle system you dont need to select a particle system to use, the system will use the object.
If the MegaFlow Legacy Particle component is attached to a particle system you dont need to select a particle system to use, the system will use the object.
Added beta option to inspector to save a Texture3D to the project for the current frame, can be used by GPU shader or particle systems such a TC Particles.
Fixed an exception if particle system was trying to use a flow source with no frame data.
Fixed an exception if rigid body controller was trying to use a flow source with no frame data.
Fixed an exception if effect controller was trying to use a flow source with no frame data.
Fixed a mismatch between cell and vector colors when showing magnitudes.
Added flow arrows to the Create From Spline gizmos to show the flow direction and force for that spline.
Added option to ring display to adjust alpha value.
Splines remain visible when Create Flow object selected.
Option to have Create flow gizmo always on.
Added option to show color of velocity vectors based on either direction or magnitude
Added editable color gradient for showing velocity magnitude
Added option to show color of the grid cells based on either direction or magnitude
Added FLW file format page to website
Added gradient color option to create flow from splines system.