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Merge pull request #319 from Unity-Technologies/UNI-39322-sprint47-release
UNI-39322 sprint 47 release
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Assets/FbxExporters/Editor/FbxExporter.cs

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@@ -2813,7 +2813,7 @@ public int ExportAll (
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Vector3 center = Vector3.zero;
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if(exportType == TransformExportType.Global){
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center = ExportSettings.centerObjects? FindCenter(revisedExportSet) : Vector3.zero;
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center = (ExportSettings.centerObjects && revisedExportSet.Count > 1)? FindCenter(revisedExportSet) : Vector3.zero;
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}
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foreach (var unityGo in revisedExportSet) {

CMakeLists.txt

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@@ -23,7 +23,7 @@ endif()
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message(STATUS "Building for ${CMAKE_BUILD_TYPE}")
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if (NOT DEFINED PACKAGE_VERSION OR "${PACKAGE_VERSION}" STREQUAL "")
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set(PACKAGE_VERSION "sprint46")
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set(PACKAGE_VERSION "sprint47")
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endif()
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message(STATUS "Using Package Version: ${PACKAGE_VERSION}")
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RELEASE_NOTES.md

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RELEASE NOTES
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**Version**: sprint47
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NEW FEATURES
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* Unity Maya Integration: Add all imported objects to same namespace
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Namespace is created according to the filename and is stored as an attribute on the export set.
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* Fbx Exporter: "Export Model" option exports with global transform
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Center Objects option is disabled by default but still available in the export settings.
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* Fbx Export Settings: Add LOD export option
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Added 3 options for LOD export: Highest, Lowest, All.
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If "Highest" is selected, then only highest LOD is exported in the hierarchy for GameObjects with LOD groups, and
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vice versa for "Lowest". If All is selected, behaviour will be the same as before, exporting all LODs.
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NOTE: will ignore any LOD meshes not directly parented under the object containing the LOD group.
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FIXES
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* ConvertToPrefab: Don't re-export fbx model instances
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If the object being exported in the scene is an fbx model instance, then create the prefab with the FbxPrefab component,
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and attach it to the existing fbx without re-exporting the fbx.
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**Version**: sprint46
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NEW FEATURES

meta/FbxExporters/RELEASE_NOTES.txt.meta

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