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update release notes
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RELEASE_NOTES.md

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RELEASE NOTES
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**Version**: 0.0.7a
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NEW FEATURES
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* Export with common center
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Added an option to preferences to export the selection centered around a root object (pivot).
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The root will be the center of the union of the bounding box of selected objects.
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* Handle export of Quads
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If submesh has triangle or quad topology in Unity, then it will have same topology in FBX.
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* Enforce unique names in exported Fbx
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Rename objects with duplicate names when exporting to ensure naming stays consistent, as
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both Maya and Unity rename objects with duplicate names on import.
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* Save Application name and version to Fbx
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Save name and version of FbxExporter to file when exporting.
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* Added export performance test
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Test exporting a large mesh and fail if export takes too long.
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FIXES
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* Export: Export rotation in XYZ order instead of ZXY so Maya always imports rotation correctly
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* Export: Improved performance by caching Mesh data (i.e. triangles, tangents, vertices, etc.)
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* Export: Set emissive color default to 0 so material does not appear white if no emissive color found.
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* Export: Write first to temporary file to avoid clobbering destination file if export cancelled.
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* Convert to Model: Fixed so "GameObject/Convert to Model" menu item works
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* Convert to Model: Ensure imported model name matches incremented filename
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* Convert to Model: Don't reference embedded materials of original model in new model.
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* Convert to Model: If existing filename ends with a number, increment it instead of appending 1 (i.e. Sphere_1 becomes Sphere_2 instead of Sphere_1 1)
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**Version**: 0.0.6a
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NEW FEATURES

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