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curvy:releasenotes [2016/10/26 16:49] Jakereleasenotes [2018/05/08 21:02] – 2.2.4.2 _Aka_
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 ====== Release Notes ====== ====== Release Notes ======
 +<note>At each Curvy update, please delete the old Curvy folders before installing the new version.</note>
 +=====2.2.4.2=====
 +  * <span lo>(OPTIM)</span> Huge optimizations related to splines modification. Real time splines modification can take up to an order of magnitude less time
 +  * <span lo>(OPTIM)</span> Reduced multi threading computational and memory overheads
 +  * <span lo>(OPTIM)</span> Optimized splines interpolation
 +  * <span lo>(CHANGE)</span> Made splines initialize earlier, in Start instead of the first Update/FixedUpdate/LateUpdate
 +  * <span lo>(CHANGE)</span> Resetting a Control Point will now keep it's connections
 +  * <span lo>(CHANGE)</span> Connection inspector: to no allow invalid Heading settings
 +  * <span lo>(CHANGE)</span> Curvy Spline Segment inspector: OrientationAnchor is no more visible when it's value is irrelevant
 +  * <span lo>(CHANGE)</span> Made materials in example scenes compatible with Unity 2018 (dropping of Substance based ones)
 +  * <span lo>(CHANGE)</span> Transformation from text to number of user provided values now uses the invariant culture instead of the culture on the user's machine. More about invariant culture here: https://msdn.microsoft.com/en-us/library/system.globalization.cultureinfo.invariantculture%28v=vs.110%29.aspx
 +  * <span lo>(FIXED)</span> Exceptions thrown when updating splines with "Use Threading" and "Bake Orientation" in one of the control points set to true
 +  * <span lo>(FIXED)</span> Occasional exceptions thrown when undoing some operations
 +  * <span lo>(FIXED)</span> In Meta CG Options' inspector, setting First U from neighbors lead to thrown execptions or invalid values
 +  * <span lo>(FIXED)</span> Spline Controller does not work when setting its spline from code
 +  * <span lo>(FIXED)</span> Changing spline controller's speed through the SetFromString does not work
 +  * <span lo>(FIXED)</span> Controller's orientation can be wrong when TimeScale is set to 0 or when unpausing the game
 +  * <span lo>(FIXED)</span> If a Control Point is used as a Follow Up, moving it sometimes does not update the connected spline
 +  * <span lo>(FIXED)</span> Control points that have already a next or previous Control point are allowed to have Follow ups
 +  * <span lo>(FIXED)</span> A spline does not get updated when its first Control Point has a Follow Up that moves
 +  * <span lo>(FIXED)</span> Changing a spline's Auto End Tangents do not refresh following up spline
 +  * <span lo>(FIXED)</span> Connection between control points at the end or start of a spline prevent those control points to become invisible when Auto End Tangents is set to false
 +  * <span lo>(FIXED)</span> Connection persists after deletion
 +  * <span lo>(FIXED)</span> Connections still existing even if all the connected control points are removed
 +  * <span lo>(FIXED)</span> When changing Auto End Tangents from false to true, the Orientation Anchor value of the second control point is always overridden to true
 +  * <span lo>(FIXED)</span> Selecting an orphan control point from a loaded scene leads to null references
 +  * <span lo>(FIXED)</span> Spline does not get updated when one of its children Control Points is moved elsewhere via the Hierarchy window
 +  * <span lo>(FIXED)</span> First tangent of a segment is sometimes not up to date
 +  * <span lo>(FIXED)</span> When switching from Orientation Static or Dynamic to None, orientation for some control points is not recomputed
 +  * <span lo>(FIXED)</span> The orientation of the last segment's cached points is sometimes not up to date
 +  * <span lo>(FIXED)</span> A spline's Length can have a negative value when removing all control points
 +  * <span lo>(FIXED)</span> A spline keeps a non zero value for Cache Size and Segments count even after removing all control points
 +  * <span lo>(FIXED)</span> Sometimes, when enabling a disabled spline, the control points hierarchy is not reflecting the actual splines' control points
 +  * <span lo>(FIXED)</span> Changing the number of points in a Spiral (in the Shape wizard) sometimes make the spiral "entangled"
 +  * <span lo>(FIXED)</span> "Max Points Per Unit" is not correctly imported when using the splines import/export tool
 +  * <span lo>(FIXED)</span> Resetting a CurvySpline component will set invalid value to its "Max Points Per Unit"
 +  * <span lo>(API/CHANGE)</span> CurvySpline.Create now returns an initialized splines
 +  * <span lo>(API/CHANGE)</span> Now all CurvySplineSegments have approximation arrays of a length of CacheSize + 1
 +  * <span lo>(API/CHANGE)</span> Made CurvySplineBase abstract
 +  * <span lo>(API/CHANGE)</span> CurvySplineSegment's ControlPointIndex can no longer be set. It is now handled by CurvySpline
 +  * <span lo>(API/CHANGE)</span> Made components stripping systematic when pushing CurvySplineSegments to pools
 +  * <span lo>(API/FIXED)</span> IsLastSegment returns true even if Control Point was not a segment
 +  * <span lo>(API/FIXED)</span> When using follow ups, GetPreviousControlPoint returns a Control Point that is not a segment even when segmentsOnly is true
 +  * <span lo>(API/FIXED)</span> Poolable objects do not get their OnBeforePush method called before being pushed into a pool
 +  * <span lo>(API/FIXED)</span> Setters of CurvySpline.MaxPointsPerUnit, CurvySplineGroup.Splines and BuildShapeExtrusion.CrossShiftValue did not update these values correctly
 +  * **Changes since 2.2.4.1**
 +    * <span lo>(FIXED)</span> StartCP and EndCP in InputSplinePath and InputSplineShape modules are set automatically to null.
 +=====2.2.3=====
 +  * <span lo>(NEW)</span> [[https://docs.unity3d.com/2017.3/Documentation/Manual/ScriptCompilationAssemblyDefinitionFiles.html|Assembly definitions]] support
 +    * Curvy was restructured and modified to support Unity's assembly definitions. This feature is disabled by default in this release. To enable it, search in Curvy installed folders for files with ".asmdef.disabled" extension, and rename the extension to ".asmdef".
 +  * <span lo>(NEW)</span> CG module slots can be renamed without breaking the generator's data
 +  * <span lo>(CHANGE)</span> Spline sampling parameters were modified:
 +    * The global "Max Cache PPU" is now obsolete and replaced with a per spline "Max Max Points Per Unit"
 +    * The "Min Distance" parameter of the Curvy Generators is now obsolete
 +    * For more details please go here https://forum.curvyeditor.com/thread-526.html  
 +  * <span lo>(CHANGE)</span> Fixed an example script's namespace
 +  * <span lo>(CHANGE)</span> Added relevant dlls generated by asmdefs to link.xml
 +  * <span lo>(CHANGE)</span> 0 is no more a valid value for the Resolution parameter in "Rasterize Path" and "Shape Extrusion" CG modules
 +  * <span lo>(CHANGE)</span> Modified some CG module slots names to reflect the need for a rasterized path, in opposition to a non rasterized one.
 +  * <span lo>(FIXED)</span> Some CurvyUISpline properties do not get reset properly when resetting the component
 +  * <span lo>(FIXED)</span> Spline's level of detail is different between the editor and the build.
 +  * <span lo>(FIXED)</span> Extruded shapes become two dimensional if small enough
 +  * <span lo>(FIXED)</span> The "Use Cache" parameter in the spline input CG modules is ignored when linked to "Shape Extrusion" or "Rasterize Path" CG modules having "Optimize" set to true. 
 +  * <span lo>(FIXED)</span> The rasterization resolution in the "Rasterize Path" CG module is modified if the module's Length parameter is modified.
 +  * <span lo>(FIXED)</span> Extruded mesh jitters when modifying its path spline's length
 +  * <span lo>(FIXED)</span> Wrong name of Rasterize Path in the CG modules list
 +  * <span lo>(FIXED, except when building against .NET Core)</span> Curvy doesn't detect custom CG modules and Shapes from other assemblies.
 +  * <span lo>(FIXED)</span> The Curvy generator templates list is broken in .Net 4.6
 +  * <span lo>(FIXED)</span> In the CG graph, the suggested list of modules to connect with the current module contains modules you can't connect to
 +  * <span lo>(FIXED)</span> Spline to Mesh tool generated spline at the wrong position
 +  * <span lo>(FIXED)</span> Pools get duplicated if the pooled object's class is in a different assembly from the pool
 +  * <span lo>(FIXED)</span> Multiple pools of the same component crash the game
 +  * <span lo>(FIXED)</span> Obsolete messages from Unity 2017.3 and newer
 +  * <span lo>(FIXED)</span> WebGL application crashes when using a spline having Use Threading set to true
 +  Example scenes:
 +      * <span lo>(CHANGE)</span> Set assets serialization mode to Text
 +      * <span lo>(CHANGE)</span> Reduced Ressource images size
 +      * <span lo>(CHANGE)</span> Various tweaks and enhancements
 +      * <span lo>(FIXED)</span> Example scenes do not render properly on WebGL and Mobile
 +=====2.2.2=====
 +  * Spline to Mesh:
 +    * <span lo>(CHANGE)</span> Renamed the "Mesh Export" tool to "Spline to Mesh" to avoid confusion.
 +    * <span lo>(CHANGE)</span> Spline to Mesh does no more require the input spline to be on the X/Y plane
 +    * <span lo>(FIXED)</span> Spline to Mesh does not open in recent Unity version
 +    * <span lo>(FIXED)</span> Spline to Mesh produces wrong values in UV2.y
 +  * Spline Import/Export wizard:
 +    * <span lo>(NEW)</span> Added link to documentation in the spline Import/Export wizard
 +    * <span lo>(CHANGE)</span> Spline Import/Export wizard modified to make it more straight forward to use
 +    * <span lo>(CHANGE)</span> Modified the field names in the exported spline JSON format, to make it similar to the spline field names in the inspector
 +    * <span lo>(FIXED)</span> Spline Import/Export wizard does not open in recent Unity versions
 +    * <span lo>(FIXED)</span> "String too long" error when displaying long text in the spline Import/Export wizard TextMeshGenerator Cutting off characters
 +  * Others:
 +    * <span lo>(CHANGE)</span> Replaced the usage of the obsolete UnityEditor.EditorApplication.playmodeStateChanged method with UnityEditor.EditorApplication.playModeStateChanged and UnityEditor.EditorApplication.pauseStateChanged for Unity 2017.2 and above
 +    * <span lo>(FIXED)</span> WebGL builds fail
 +    * <span lo>(FIXED)</span> Builds that use code stripping fail on Unity 2017.1 and older
 +    * <span lo>(FIXED)</span> When synchronizing connected spline handles, moving a handle can invert the others
 +=====2.2.1=====
 +  * <span lo>(CHANGE)</span> Modified the UI of the CG module "Create Mesh" to avoid confusion regarding the "Make Static" option.
 +    *"Make Static" is now not editable in play mode, since its Unity equivalent (GameObject.IsStatic) is an editor only property.
 +    * When "Make Static" is true, the other options are not editable while in play mode. This is to reflect the behaviour of the "Create Mesh" module, which is to not update the mesh while under those conditions, to avoid overriding the optimizations Unity do to static game objects'meshs.
 +  * <span lo>(FIXED)</span> When combining multiple Volumes having different values for the "Generate UV" setting, the created mesh has invalid UVs
 +  * <span lo>(FIXED)</span> "Mesh.normals is out of bounds" error when Generating a mesh that has Caps while using the Combine option
 +  * <span lo>(FIXED)</span> Convex property, in CG module Create Mesh, not applied on generated mesh collider
 +  * <span lo>(FIXED)</span> Negative SwirlTurns are ignored
 +  * <span lo>(FIXED)</span> Orientation interpolated the wrong way (Lerping instead of SLerping)
 +  * <span lo>(FIXED)</span> Cross's "Reverse Normal" in "Shape Extrusion" module is ignored when a "Volume Hollow" is set
 +  * <span lo>(FIXED)</span> Crash on IOS when using code stripping on Unity 2017.2 and above.
 +  * <span lo>(OPTIM)</span> Various optimizations, the most important ones are related to "Shape Extrusion"'s normals computations and Orientation computation
 +  * <span lo>(API)</span> Added a new GetNearestPointTF overload that also returns the nearestSegment and the nearestSegmentF
 +  * <span lo>(API)</span> Made CrossReverseNormals, HollowInset and HollowReverseNormals properties public in BuildShapeExtrusion
 +
 +=====2.2.0=====
 +  * <span lo>(NEW)</span> Addressed Unity 2017.3 incompatibilities
 +  * <span lo>(NEW)</span> Added a RendererEnabled option to the CreateMesh CG module. Useful if you generate a mesh for collider purposes only
 +  * <span lo>(FIXED)</span> Error when using pooling with Unity 2017.2 and above
 +  * <span lo>(FIXED)</span> Incompatibility with UWP10 build
 +  * <span lo>(FIXED)</span> SceneSwitcher.cs causing issues with the global namespace of Scene Switcher being occupied by the PS4's SDK
 +  * <span lo>(FIXED)</span> Curvy crashing when compiled with the -checked compiler option
 +  * <span lo>(FIXED)</span> TRSShape CG module not updating properly the shape's normals
 +  * <span lo>(FIXED)</span> ReverseNormals not reversing normals in some cases. Note: You might have ticked "Reverse Normals" in some of your Curvy Generators, but didn't notice it because of the bug. Now that the bug is fixed, those accidental "Reverse Normals" will get activated.
 +  * <span lo>(FIXED)</span> Split meshes not having the correct normals
 +  * <span lo>(CHANGE)</span> Replaced website, documentation and forum URLs with the new ones
 +  * <span lo>(OPTIM)</span> Various optimizations, the most important ones are related to mesh generation (UVs, normals and tangents computation)
 +
 +=====2.1.3=====
 +  * <span lo>(FIXED)</span> TimeScale affects controller movement when Animate is off
 +  * <span lo>(FIXED)</span> Reverse spline movement going wrong under some rare conditions
 +
 +=====2.1.2=====
 +  * <span lo>(NEW)</span> Added CreatePathLineRenderer CG module
 +  * <span lo>(NEW)</span> Addressed Unity 5.5 incompatibilities
 +  * <span lo>(FIXED)</span> SplineController.AdaptOnChange failing under some conditions
 +  * <span lo>(FIXED)</span> Selecting a spline while the Shape wizard is open immediately changes it's shape
 +  * <span lo>(FIXED)</span> ModifierMixShapes module not generating normals
 +  * <span lo>(CHANGE)</span> Changed 20_CGPath example to showcase CreatePathLineRenderer module
 +
 =====2.1.1===== =====2.1.1=====
-[NEWAdded CurvySplineBase.GetApproximationPoints+  * <span lo>(NEW)</span> Added CurvySplineBase.GetApproximationPoints
   * <span lo>(NEW)</span> Added Offsetting and offset speed compensation to CurvyController   * <span lo>(NEW)</span> Added Offsetting and offset speed compensation to CurvyController
-  * <span lo>(FIX)</span> ImportExport toolbar button ignoring ShowGlobalToolbar option +  * <span lo>(FIXED)</span> ImportExport toolbar button ignoring ShowGlobalToolbar option 
-  * <span lo>(FIX)</span> Assigning CGDataReference to VolumeController.Volume and PathController.Path fails at runtime+  * <span lo>(FIXED)</span> Assigning CGDataReference to VolumeController.Volume and PathController.Path fails at runtime
   * <span lo>(CHANGE)</span> OrientationModeEnum and OrientationAxisEnum moved from CurvyController to FluffyUnderware.Curvy namespace   * <span lo>(CHANGE)</span> OrientationModeEnum and OrientationAxisEnum moved from CurvyController to FluffyUnderware.Curvy namespace
   * <span lo>(CHANGE)</span> ImportExport Wizard now cuts text and logs a warning if larger then allowed by Unity's TextArea   * <span lo>(CHANGE)</span> ImportExport Wizard now cuts text and logs a warning if larger then allowed by Unity's TextArea
Line 15: Line 151:
   * <span lo>(NEW)</span> Added 22_CGClonePrefabs example scene   * <span lo>(NEW)</span> Added 22_CGClonePrefabs example scene
   * <span lo>(NEW)</span> Windows Store compatiblity (Universal 8.1, Universal 10)   * <span lo>(NEW)</span> Windows Store compatiblity (Universal 8.1, Universal 10)
-  * <span lo>(FIX)</span> BuildVolumeMesh.KeepAspect not working properly +  * <span lo>(FIXED)</span> BuildVolumeMesh.KeepAspect not working properly 
-  * <span lo>(FIX)</span> CreateMesh.SaveToScene() not working properly +  * <span lo>(FIXED)</span> CreateMesh.SaveToScene() not working properly 
-  * <span lo>(FIX)</span> NRE when using CreateMesh module's Mesh export option +  * <span lo>(FIXED)</span> NRE when using CreateMesh module's Mesh export option 
-  * <span lo>(FIX)</span> Spline layer always resets to default spline layer +  * <span lo>(FIXED)</span> Spline layer always resets to default spline layer 
-  * <span lo>(FIX)</span> CurvySpline.TFToSegmentIndex returning wrong values +  * <span lo>(FIXED)</span> CurvySpline.TFToSegmentIndex returning wrong values 
-  * <span lo>(FIX)</span> SceneSwitcher helper script raise errors at some occasions+  * <span lo>(FIXED)</span> SceneSwitcher helper script raise errors at some occasions
   * <span lo>(CHANGE)</span> Setting CurvyController.Speed will only change movement direction if it had a value of 0 before   * <span lo>(CHANGE)</span> Setting CurvyController.Speed will only change movement direction if it had a value of 0 before
   * <span lo>(CHANGE)</span> Dropped poly2tri in favor of LibTessDotNet for triangulation tasks   * <span lo>(CHANGE)</span> Dropped poly2tri in favor of LibTessDotNet for triangulation tasks
Line 34: Line 170:
   * <span lo>(NEW)</span> Added CurvyController.OnAnimationEnd event   * <span lo>(NEW)</span> Added CurvyController.OnAnimationEnd event
   * <span lo>(NEW)</span> Added option to select Connection GameObject to Control Point inspector   * <span lo>(NEW)</span> Added option to select Connection GameObject to Control Point inspector
-  * <span lo>(FIX)</span> UV2 calculation not working properly +  * <span lo>(FIXED)</span> UV2 calculation not working properly 
-  * <span lo>(FIX)</span> CurvyController.IsInitialized becoming true too early +  * <span lo>(FIXED)</span> CurvyController.IsInitialized becoming true too early 
-  * <span lo>(FIX)</span> Controller Damping not working properly when moving backwards +  * <span lo>(FIXED)</span> Controller Damping not working properly when moving backwards 
-  * <span lo>(FIX)</span> Control Point pool keeps invalid objects after scene load +  * <span lo>(FIXED)</span> Control Point pool keeps invalid objects after scene load 
-  * <span lo>(FIX)</span> _CurvyGlobal_ frequently causes errors in editor when switching scenes +  * <span lo>(FIXED)</span> _CurvyGlobal_ frequently causes errors in editor when switching scenes 
-  * <span lo>(FIX)</span> Curve Gizmo drawing allocating memory unnecessarily +  * <span lo>(FIXED)</span> Curve Gizmo drawing allocating memory unnecessarily 
-  * <span lo>(FIX)</span> SplineController allocates memory at some occasions +  * <span lo>(FIXED)</span> SplineController allocates memory at some occasions 
-  * <span lo>(FIX)</span> CurvyDefaultEventHandler.UseFollowUp causing Stack Overflow/Unity crashing +  * <span lo>(FIXED)</span> CurvyDefaultEventHandler.UseFollowUp causing Stack Overflow/Unity crashing 
-  * <span lo>(FIX)</span> _CurvyGlobal_ GameObject disappearing by DontDestroyOnLoad bug introduced by Unity 5.3+  * <span lo>(FIXED)</span> _CurvyGlobal_ GameObject disappearing by DontDestroyOnLoad bug introduced by Unity 5.3
   * <span lo>(CHANGE)</span> UITextSplineController resets state when you disable it   * <span lo>(CHANGE)</span> UITextSplineController resets state when you disable it
   * <span lo>(CHANGE)</span> CurvyGenerator.OnRefresh() now returns the first changed module in CGEventArgs.Module   * <span lo>(CHANGE)</span> CurvyGenerator.OnRefresh() now returns the first changed module in CGEventArgs.Module
Line 49: Line 185:
   * <span lo>(NEW)</span> Added Pooling example scene   * <span lo>(NEW)</span> Added Pooling example scene
   * <span lo>(NEW)</span> Added [[.:documentation:components:CurvyGLRenderer|CurvyGLRenderer]].Add() and [[.:documentation:components:CurvyGLRenderer|CurvyGLRenderer]].Delete()   * <span lo>(NEW)</span> Added [[.:documentation:components:CurvyGLRenderer|CurvyGLRenderer]].Add() and [[.:documentation:components:CurvyGLRenderer|CurvyGLRenderer]].Delete()
-  * <span lo>(FIX)</span> CG graph not refreshing properly +  * <span lo>(FIXED)</span> CG graph not refreshing properly 
-  * <span lo>(FIX)</span> CG module window background rendering transparent under Unity 5.2 at some occasions +  * <span lo>(FIXED)</span> CG module window background rendering transparent under Unity 5.2 at some occasions 
-  * <span lo>(FIX)</span> Precise Movement over connections causing position warps +  * <span lo>(FIXED)</span> Precise Movement over connections causing position warps 
-  * <span lo>(FIX)</span> Curvy values resetting to default editor settings on upgrade +  * <span lo>(FIXED)</span> Curvy values resetting to default editor settings on upgrade 
-  * <span lo>(FIX)</span> Control Points not pooled when deleting spline +  * <span lo>(FIXED)</span> Control Points not pooled when deleting spline 
-  * <span lo>(FIX)</span> Pushing Control Points to pool at runtime causing error +  * <span lo>(FIXED)</span> Pushing Control Points to pool at runtime causing error 
-  * <span lo>(FIX)</span> Bezier orientation not updated at all occasions +  * <span lo>(FIXED)</span> Bezier orientation not updated at all occasions 
-  * <span lo>(FIX)</span> MetaCGOptions: Explicit U unable to influence faces on both sides of hard edges +  * <span lo>(FIXED)</span> MetaCGOptions: Explicit U unable to influence faces on both sides of hard edges 
-  * <span lo>(FIX)</span> Changed UITextSplineController to use VertexHelper.Dispose() instead of VertexHelper.Clear() +  * <span lo>(FIXED)</span> Changed UITextSplineController to use VertexHelper.Dispose() instead of VertexHelper.Clear() 
-  * <span lo>(FIX)</span> CurvySplineSegment.ConnectTo() fails at some occasions+  * <span lo>(FIXED)</span> CurvySplineSegment.ConnectTo() fails at some occasions
  
 ===== 2.0.2 ===== ===== 2.0.2 =====
Line 67: Line 203:
   * <span lo>(NEW)</span> Added CurvySpline.IsPlanar(CurvyPlane) and CurvySpline.MakePlanar(CurvyPlane)   * <span lo>(NEW)</span> Added CurvySpline.IsPlanar(CurvyPlane) and CurvySpline.MakePlanar(CurvyPlane)
   * <span lo>(NEW)</span> Added [[.:documentation:controllers:#DampingDirection|CurvyController.DampingDirection]] and [[.:documentation:controllers:#DampingUp|CurvyController.DampingUp]]   * <span lo>(NEW)</span> Added [[.:documentation:controllers:#DampingDirection|CurvyController.DampingDirection]] and [[.:documentation:controllers:#DampingUp|CurvyController.DampingUp]]
-  * <span lo>(FIX)</span> Controller Inspector leaking textures +  * <span lo>(FIXED)</span> Controller Inspector leaking textures 
-  * <span lo>(FIX)</span> Controllers refreshing when Speed==0 +  * <span lo>(FIXED)</span> Controllers refreshing when Speed==0 
-  * <span lo>(FIX)</span> VolumeController not using individual faces at all occasions +  * <span lo>(FIXED)</span> VolumeController not using individual faces at all occasions 
-  * <span lo>(FIX)</span> Unity 5.2.1p1 silently introduced breaking changes in IMeshModifier +  * <span lo>(FIXED)</span> Unity 5.2.1p1 silently introduced breaking changes in IMeshModifier 
-  * <span lo>(FIX)</span> IOS deployment code stripping (link.xml)+  * <span lo>(FIXED)</span> IOS deployment code stripping (link.xml)
   * <span lo>(CHANGE)</span> CurvyController.OrientationDamping now obsolete!   * <span lo>(CHANGE)</span> CurvyController.OrientationDamping now obsolete!
 ===== 2.0.1 ===== ===== 2.0.1 =====
   * <span lo>(NEW)</span> CG path rasterization now has a dedicated angle threshold   * <span lo>(NEW)</span> CG path rasterization now has a dedicated angle threshold
-  * <span lo>(NEW)</span> Added [[http://www.fluffyunderware.com/curvy/documentation/extend/createcontrollerssimple#applytransformposition| CurvyController.ApplyTransformPosition()]] and [[http://www.fluffyunderware.com/curvy/documentation/extend/createcontrollerssimple#applytransformrotation|CurvyController.ApplyTransformRotation()]] +  * <span lo>(NEW)</span> Added [[https://www.curvyeditor.com/documentation/extend/createcontrollerssimple#applytransformposition| CurvyController.ApplyTransformPosition()]] and [[https://www.curvyeditor.com/documentation/extend/createcontrollerssimple#applytransformrotation|CurvyController.ApplyTransformRotation()]] 
-  * <span lo>(FIX)</span> CG not refreshing as intended in the editor +  * <span lo>(FIXED)</span> CG not refreshing as intended in the editor 
-  * <span lo>(FIX)</span> CG not refreshing when changing used splines +  * <span lo>(FIXED)</span> CG not refreshing when changing used splines 
-  * <span lo>(FIX)</span> Controllers resets when changing inspector while playing+  * <span lo>(FIXED)</span> Controllers resets when changing inspector while playing