{"id":5908,"date":"2014-10-27T18:42:10","date_gmt":"2014-10-27T18:42:10","guid":{"rendered":"http:\/\/www.west-racing.com\/mf\/?page_id=5908"},"modified":"2019-02-01T16:14:28","modified_gmt":"2019-02-01T16:14:28","slug":"megaflow-version-history","status":"publish","type":"page","link":"http:\/\/www.west-racing.com\/mf\/?page_id=5908","title":{"rendered":"MegaFlow Version History"},"content":{"rendered":"<h3>Release History for MegaFlow<\/h3>\n<h6>v1.40<\/h6>\n<div class=\"verhist\">\n<ul>MegaFlow made full compatible with Unity 2018.3<\/ul>\n<ul>MegaFlow made full compatible with Unity 2019.1<\/ul>\n<\/div>\n<h6>v1.39<\/h6>\n<div class=\"verhist\">\n<ul>MegaFlow made fully compatible with Unity 2018.2<\/ul>\n<ul>Fixed an issue which stopped spline editing from working in Unity 2017.4<\/ul>\n<\/div>\n<h6>v1.38<\/h6>\n<div class=\"verhist\">\n<ul>Update Create Flow from Spline to use all splines in a shape to create the flow<\/ul>\n<ul>MegaFlow made fully compatible with Unity 2018.1<\/ul>\n<ul>Added option to export vector field to NetCDF file format.<\/ul>\n<\/div>\n<h6>v1.37<\/h6>\n<div class=\"verhist\">\n<ul>Fixed issue in Unity 2017.2 which stopped splines from being edited in scene view.<\/ul>\n<ul>MegaFlow made fully Unity 2017.2 compatible.<\/ul>\n<ul>MegaFlow made fully Unity 2017.3 compatible.<\/ul>\n<\/div>\n<h6>v1.36<\/h6>\n<div class=\"verhist\">\n<ul>Fixed moving source demo scene missing its flow data in Unity 2017<\/ul>\n<\/div>\n<h6>v1.35<\/h6>\n<div class=\"verhist\">\n<ul>The Undo for MegaShapes now recognises adding and deleting of knots as well other the other options that change the spline such as Autocurve, scale etc.<\/ul>\n<\/div>\n<h6>v1.34<\/h6>\n<div class=\"verhist\">\n<ul>When importing FLW, FGA or FXD sequences you no longer need to specify a split character or decformat.<\/ul>\n<\/div>\n<h6>v1.33<\/h6>\n<div class=\"verhist\">\n<ul>MegaFlow made fully Unity 2017 compatible.<\/ul>\n<ul>Fixed a bug where splines were being deleted if the &#8216;Add&#8217; option was used when Loading a spl file.<\/ul>\n<\/div>\n<h6>v1.32<\/h6>\n<div class=\"verhist\">\n<ul>Updated MegaUitls.cs so if MegaFlow and MegaFiers used together there wont be missing methods errors.<\/ul>\n<\/div>\n<h6>v1.31<\/h6>\n<div class=\"verhist\">\n<ul>Changed FGA importer so it works with Blender FGA files that use floats instead of ints for grid dimensions.<\/ul>\n<\/div>\n<h6>v1.30<\/h6>\n<div class=\"verhist\">\n<ul>Removed latest depreciated method calls for the final Unity 5.6 release<\/ul>\n<\/div>\n<h6>v1.29<\/h6>\n<div class=\"verhist\">\n<ul>Fixed a problem with the Position handles when editing splines.<\/ul>\n<ul>Splines now default to Free Handle mode for editing.<\/ul>\n<\/div>\n<h6>v1.28<\/h6>\n<div class=\"verhist\">\n<ul>MegaFlow is fully 5.6 compatible.<\/ul>\n<ul>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.<\/ul>\n<ul>Added option to auto smooth the spline when you drag a knot, this will recalc the knot control points if you have changed any.<\/ul>\n<ul>Rewritten the spline editing bit, making it easier to select and move spline knots and handles.<\/ul>\n<ul>Move gizmos are now only shown for the currently selected knot.<\/ul>\n<ul>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.<\/ul>\n<ul>Option to freeze y movement when editing spline points, useful if using the free move handle type.<\/ul>\n<ul>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.<\/ul>\n<ul>Move handles now point along the spline.<\/ul>\n<ul>Added extra circle gizmo at end of open spline for easier creation of splines by easily allowing addition of knot on the end.<\/ul>\n<ul>Add Undo system for spline editing, you can now undo any changes made to a splines knots by clicking the Undo Edit Spline button.<\/ul>\n<ul>Added option to set the max Undos that can be stored.<\/ul>\n<ul>Fixed bug that caused splines to get corrupted if you tried to use the Spline animation builder on a spline with an imported animation.<\/ul>\n<ul>Added the missing SetHandles method to the MegaShapes API.<\/ul>\n<\/div>\n<h6>v1.27<\/h6>\n<div class=\"verhist\">\n<ul>Fixed errors when building for a Windows App platforms.<\/ul>\n<ul>Removed error in SVG importer when using a platform that does not support Regex expressions.<\/ul>\n<\/div>\n<h6>v1.26<\/h6>\n<div class=\"verhist\">\n<ul>MegaFlow now fully compatible with Unity 5.5<\/ul>\n<ul>Legacy particle system removed for Unity 5.5<\/ul>\n<ul>MegaShapes lite changes applied to MegaFlow.<\/ul>\n<\/div>\n<h6>v1.25<\/h6>\n<div class=\"verhist\">\n<ul>The Green Handle Gizmo will now scale with the gameobject transform correctly.<\/ul>\n<ul>Fixes for deprecated methods<\/ul>\n<\/div>\n<h6>v1.24<\/h6>\n<div class=\"verhist\">\n<ul>Fixed bug which stopped MegaFlow working correctly when flow data had been optimized.<\/ul>\n<\/div>\n<h6>v1.23<\/h6>\n<div class=\"verhist\">\n<ul>Added a check for empty velocity data in a flow frame, stopping an exception error.<\/ul>\n<ul>Added a warning in the console when trying to import FXD data that contains no velocity data.<\/ul>\n<ul>Fixed FXD parser for when there are different grid dimensions for velocity, smoke and grid fields.<\/ul>\n<\/div>\n<h6>v1.22<\/h6>\n<div class=\"verhist\">\n<ul>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.<\/ul>\n<ul>MegaFlow fully Unity 5.4 compatible<\/ul>\n<\/div>\n<h6>v1.21<\/h6>\n<div class=\"verhist\">\n<ul>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.<\/ul>\n<\/div>\n<h6>v1.20<\/h6>\n<div class=\"verhist\">\n<ul>Added an interpolate option to the particle controllers so you can smoothly move from one flow frame to another.<\/ul>\n<ul>Fixed particles not flowing correctly on platforms with no threading support.<\/ul>\n<\/div>\n<h6>v1.19<\/h6>\n<div class=\"verhist\">\n<ul>Removed obsolete methods for Unity 5.1 and Unity 5.2<\/ul>\n<\/div>\n<h6>v1.18<\/h6>\n<div class=\"verhist\">\n<ul>Fixed MegaShapeLightMapWindow problem when doing an app build.<\/ul>\n<ul>You can now build lightmap data for MegaShape standard meshes.<\/ul>\n<ul>Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.<\/ul>\n<ul>Fixed Shape labels being displayed if behind the camera.<\/ul>\n<ul>Added a beta OSM data importer. Click the Assets\/Import OSM option.<\/ul>\n<ul>Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.<\/ul>\n<ul>Fixed exception if trying to build a mesh with a shape with no splines.<\/ul>\n<ul>Fixed exception if trying to interpolate along a shape with no splines.<\/ul>\n<ul>Fixed exception if trying to interpolate a spline with no knots.<\/ul>\n<ul>Autocurve fixed so the last knots handles on an open spline are correct.<\/ul>\n<ul>Fixed some potential errors in the constant speed interpolation.<\/ul>\n<ul>Smooth value is now a slider and shows results in realtime for easier use.<\/ul>\n<\/div>\n<h6>v1.17<\/h6>\n<div class=\"verhist\">\n<ul>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.<\/ul>\n<\/div>\n<h6>v1.16<\/h6>\n<div class=\"verhist\">\n<ul>Fixed bug in the MegaFlow Rigid Body component that stopped it working.<\/ul>\n<ul>Added a MegaFlow controlled Rigidbody to the example scene.<\/ul>\n<\/div>\n<h6>v1.15<\/h6>\n<div class=\"verhist\">\n<ul>Fully Unity 5 compatible<\/ul>\n<\/div>\n<h6>v1.14<\/h6>\n<div class=\"verhist\">\n<ul>Added option to export flow frames back out to FGA files for use by other engines.<\/ul>\n<\/div>\n<h6>v1.13<\/h6>\n<div class=\"verhist\">\n<ul>Fixed bug which caused the smoke gun objects from being shown after a while.<\/ul>\n<\/div>\n<h6>v1.12<\/h6>\n<div class=\"verhist\">\n<ul>Added option to Smoke Gun to set range of start rotation of objects.<\/ul>\n<ul>Flow Effect now has color gradient option to change the color of the object depending on the speed range set.<\/ul>\n<ul>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.<\/ul>\n<\/div>\n<h6>v1.11<\/h6>\n<div class=\"verhist\">\n<ul>Added missing Mass value to the Flow Effect inspector.<\/ul>\n<ul>Update the SmokeGun script with more options and to make it easier to use.<\/ul>\n<ul>Added a SmokeGun object to the demo scene.<\/ul>\n<\/div>\n<h6>v1.10<\/h6>\n<div class=\"verhist\">\n<ul>Further small changes to make compatible with Unity 5.0<\/ul>\n<ul>Made changes for latest Unity 5 beta to fix any import warnings.<\/ul>\n<ul>Fixed exception when adding a new curve to a shape.<\/ul>\n<ul>Added option to Spline Tube Mesh to flip normals for inside tubes.<\/ul>\n<ul>Added option to Spline Box Mesh to flip normals for inside box tubes.<\/ul>\n<ul>Added option to Spline Ribbon Mesh to flip normals.<\/ul>\n<ul>Imported SXL splines will now no longer change values to centre the spline.<\/ul>\n<ul>Imported SVG splines will now no longer change values to centre the spline.<\/ul>\n<ul>Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.<\/ul>\n<ul>Added new InterpCurve3D method which will return the postion, twist and also rotation quaternion for a point on a spline.<\/ul>\n<ul>Autocurve now does the first and last handles on open splines.<\/ul>\n<ul>Added &#8216;Update on Drag&#8217; option to MegaShape inspector, if checked spline meshes will update as you drag, off then they will update when dragging stops.<\/ul>\n<ul>Fixed inspector for spline animations so buttons aren&#8217;t hidden.<\/ul>\n<\/div>\n<h6>v1.09<\/h6>\n<div class=\"verhist\">\n<ul>Added a namesplit option for FGA, FLW and FXD sequence loading in case your filenames have numbers in apart from the sequence number.<\/ul>\n<ul>For FGA importing also added a Decimal Format value so you can say how many numbers make up the sequence part.<\/ul>\n<\/div>\n<h6>v1.08<\/h6>\n<div class=\"verhist\">\n<ul>Added beta of the new moving source system.<\/ul>\n<ul>Added a simple demo scene showing the moving source in use.<\/ul>\n<ul>Added a Shuriken particle controller that uses moving sources.<\/ul>\n<ul>Added a legacy particle controller that uses moving sources.<\/ul>\n<ul>Added method to MegaFlowFrame API to get flow velocity as a world space position. Makes it easier to use for external scripts.<\/ul>\n<ul>Changes made so users of MegaWires can use flow sources as wind sources for the wire physics.<\/ul>\n<ul>Improved the inspector layout for the Create Flow system.<\/ul>\n<ul>Added helper component MegaFlowSample which has two methods to allow you to get easily get the velocity from a flow field.<\/ul>\n<ul>Updated the docs page for the MegaFlow source to show new options.<\/ul>\n<ul>Updated the docs page for the Create Flow system to show the new options and inspector layout.<\/ul>\n<\/div>\n<h6>v1.07<\/h6>\n<div class=\"verhist\">\n<ul>Further Optimizations to the particle controllers.<\/ul>\n<ul>Changed the Texture3D create mode to fit the TCParticle layout.<\/ul>\n<ul>Include setting for splines now respected in create flow.<\/ul>\n<ul>Option to use a Texture3D in create flow mode<\/ul>\n<ul>You can now resample the current frame to new grid dimensions, handy for testing smaller grids for better memory use.<\/ul>\n<\/div>\n<h6>v1.06<\/h6>\n<div class=\"verhist\">\n<ul>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.<\/ul>\n<\/div>\n<h6>v1.05<\/h6>\n<div class=\"verhist\">\n<ul>Fixed an issue with missing preview flows not being saved in the scene.<\/ul>\n<\/div>\n<h6>v1.04<\/h6>\n<div class=\"verhist\">\n<ul>Each frame can now have an offset value, useful if using multiple frames of different sizes.<\/ul>\n<ul>Added option to the inspector normalize the flow frame data.<\/ul>\n<ul>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.<\/ul>\n<ul>Fixed issue in Texture3D builder with negative values.<\/ul>\n<ul>Added API section to MegaFlow docs, GetGridVelWorld, SetFrame, SetMatrix, GetCol methods.<\/ul>\n<\/div>\n<h6>v1.03<\/h6>\n<div class=\"verhist\">\n<ul>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.<\/ul>\n<ul>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.<\/ul>\n<ul>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.<\/ul>\n<\/div>\n<h6>v1.02<\/h6>\n<div class=\"verhist\">\n<ul>Fixed an exception if particle system was trying to use a flow source with no frame data.<\/ul>\n<ul>Fixed an exception if rigid body controller was trying to use a flow source with no frame data.<\/ul>\n<ul>Fixed an exception if effect controller was trying to use a flow source with no frame data.<\/ul>\n<ul>Removed some old code.<\/ul>\n<ul>Fixed a mismatch between cell and vector colors when showing magnitudes.<\/ul>\n<\/div>\n<h6>v1.01<\/h6>\n<div class=\"verhist\">\n<ul>Added flow arrows to the Create From Spline gizmos to show the flow direction and force for that spline.<\/ul>\n<ul>Added option to ring display to adjust alpha value.<\/ul>\n<ul>Splines remain visible when Create Flow object selected.<\/ul>\n<ul>Option to have Create flow gizmo always on.<\/ul>\n<ul>Added option to show color of velocity vectors based on either direction or magnitude<\/ul>\n<ul>Added editable color gradient for showing velocity magnitude<\/ul>\n<ul>Added option to show color of the grid cells based on either direction or magnitude<\/ul>\n<ul>Added FLW file format page to website<\/ul>\n<ul>Added gradient color option to create flow from splines system.<\/ul>\n<\/div>\n<h6>v1.0<\/h6>\n<div class=\"verhist\">\n<ul>Initial Release<\/ul>\n<\/div>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Release History for MegaFlow v1.40 MegaFlow made full compatible with Unity 2018.3 MegaFlow made full compatible with Unity 2019.1 v1.39 MegaFlow made fully compatible with Unity 2018.2 Fixed an issue [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":5892,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":[],"_links":{"self":[{"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/pages\/5908"}],"collection":[{"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5908"}],"version-history":[{"count":45,"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/pages\/5908\/revisions"}],"predecessor-version":[{"id":6761,"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/pages\/5908\/revisions\/6761"}],"up":[{"embeddable":true,"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=\/wp\/v2\/pages\/5892"}],"wp:attachment":[{"href":"http:\/\/www.west-racing.com\/mf\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5908"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}