Skip to content

Commit

Permalink
changelog/version
Browse files Browse the repository at this point in the history
  • Loading branch information
hybridherbst committed Jan 23, 2024
1 parent b42108d commit 4ebe065
Show file tree
Hide file tree
Showing 2 changed files with 14 additions and 1 deletion.
13 changes: 13 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,19 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [2.9.0-rc] - 2024-02-23
### Release Candidate
UnityGLTF has been maintained in a fork since the end of 2019.
Hundreds of fixes have been made, numerous features have been added, and the library has been brought up-to-speed on latest glTF developments,
modern material extensions, and Unity versions. We're happy to bring these changes back to the main repository so everyone can benefit.

UnityGLTF has turned into an extremely versatile glTF exporter _and_ importer, which excellent support for data roundtrips and glTF-first workflows in Unity.

Please [open an issue](https://github.com/KhronosGroup/UnityGLTF/issues) if you find any problems with the release candidate.

- change: Readme updates with links changed back to KhronosGroup/UnityGLTF
- change: Mark as release candidate

## [2.8.1-exp] - 2024-01-18
- fix: tangent recalculation was not working when importing draco meshes without tangents
- fix: DXT5nm conversion for non-readable textures
Expand Down
2 changes: 1 addition & 1 deletion package.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"name": "org.khronos.unitygltf",
"displayName": "UnityGLTF",
"version": "2.8.1-exp",
"version": "2.9.0-rc",
"unity": "2020.3",
"description": "Import and export glTF 2.0 assets, both in the editor and at runtime.",
"repository": {
Expand Down

0 comments on commit 4ebe065

Please sign in to comment.