# Changelog 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). ## [2.8.9] - 2022-08-24 - Bugfix: Freelook had wrong heading at first frame, which could cause a slight jitter. - Bugfix: CinemachineConfiner was not confining correctly when Confine Screen Edges was enabled and the camera was rotated. - Bugfix: Fixed spurious Z rotations during blend. - Bugfix: Blending speed was not set correctly, when blending back and forth between the same cameras. - Regression fix: POV is relative to its parent transform. - Bugfix: AxisState.Recentering.RecenterNow() did not work reliably. - Bugfix: SensorSize is not saved when not using physical camera. - Bugfix: No redundant RepaintAllViews calls. - Bugfix: SaveDuringPlay works with ILists now. - Clipper library dependency is no longer conflicting with users. - AimingRig sample is only optionally dependent on UnityEngine.UI. - Dependency on com.unity.test-framework added. ## [2.8.6] - 2022-05-03 - Bugfix: A memory leak no longer occurs with PostProcessing if no PP layer is present on the camera. - Bugfix: Cinemachine no longer produces a compiler error in Unity Editor versions older than 2020 when an Input System package is installed. - Bugfix: Standalone profiler no longer crashes with CM. - Bugfix: EmbeddedAssetProperties were not displayed correctly in the editor. - Timeline guards added to scripts that rely on it. - Bugfix: CinemachineInputProvider now correctly tracks enabled state of input action - Regression fix: Axis input was ignoring CM's IgnoreTimeScale setting. - Bugfix: POV orientation was incorrect with World Up override - Added AutoEnable option to CinemachineInputHandler - Bugfix: 3rdPersonFollow shows a warning message when no follow target is assigned like the rest of the body components. - Bugfix: FadeOut sample scene shader was culling some objects incorrectly. ## [2.8.4] - 2021-12-10 - Regression fix: virtual cameras no longer forget that they are targeting groups on domain reload. - Bugfix: 3rdPersonFollow logged console messages when looking straight up or down. - BugFix: InputProvider no longer causes a tiny gc alloc every frame. - Regression fix: CinemachineCollider smoothing time did not reset correctly, so it was working once only. - Bugfix: Confiner2D now displays the calculated confining area when its vcam is selected. ## [2.8.3] - 2021-11-22 - Bugfix: Negative Near Clip Plane value is kept when camera is orthographic. - Removed legacy .unitypackages - Regression fix: could not change the projection of the main camera if a CM virtual camera is active - Regression fix: compilation errors when physics module is not present ## [2.8.2] - 2021-10-19 - Regression fix: Lookahead works again. - Regression fix: Remove "Hide Offset In Inspector" from inspector (transposer, orbital transposer) ## [2.8.1] - 2021-09-24 - Bugfix: OnTargetObjectWarped() did not work properly for 3rdPersonFollow. - Bugfix: POV did not properly handle overridden up. - Regression fix: removed GC allocs in UpdateTargetCache. - Bugfix: async scene load/unload could cause jitter. - Bugfix: Input system should be read only once per render frame. - Bugfix: Blends were sometimes incorrect when src or dst camera is looking along world up axis. - Bugfix: Improve accuracy of Group Framing. ## [2.8.0] - 2021-07-13 - Bugfix: Freelook prefabs won't get corrupted after editing the Prefab via its instances. - Bugfix: 3rdPersonFollow works with Aim components now. - Bugfix: Blends between vcams, that are rotated so that their up vector is different from World up, are correct now. - Bugfix: POV recentering did not always recenter correctly, when an axis range was limited. - Bugfix: Collider sometimes bounced a little when the camera radius was large. - Bugfix: CinemachineVolumeSettings inspector was making the game view flicker. - Bugfix: CinemachineVolumeSettings inspector displayed a misleading warning message with URP when focus tracking was enabled. - Bugfix: Rapidly toggling active cameras before the blends were finished did not use the correct blend time. - AimingRig sample scene updated with a better reactive crosshair design. - Added API accessor for Active Blend in Clearshot and StateDrivenCamera. - Bugfix: Virtual Cameras were not updating in Edit mode when Brain's BlendUpdateMode was FixedUpdate. - Bugfix: Lens mode override was not working correctly in all cases. - Collider2D inspector: added warning when collider is of the wrong type. ## [2.8.0-pre.1] - 2021-04-21 - Switching targets (Follow, LookAt) is smooth by default. For the old behaviour, set PreviousStateIsValid to false after changing the targets. - Bugfix: Reversing a blend in progress respects asymmetric blend times. - Regression fix: CmPostProcessing and CmVolumeSettings components setting Depth of Field now works correctly with Framing Transposer. - Regression fix: 3rdPersonFollow kept player in view when Z damping was high. - Regression fix: Physical camera properties were overwritten by vcams when "override mode: physical" was not selected. - New sample scene: Boss cam demonstrates how to setup a camera that follows the player and looks at the player and the boss. Boss cam also shows examples of custom extensions. - Added simplified modes to Impulse Source. - Added secondary reaction settings to Impulse Listener. - Added Storyboard support for ScreenSpaceOverlay and ScreenSpaceCamera camera render modes. - Added DampingIntoCollision and DampingFromCollision properties to Cinemachine3rdPersonFollow to control how gradually the camera moves to correct for occlusions. - Added CinemachineCore.OnTargetObjectWarped() to warp all vcams targeting an object. - Added ability for vcam to have a negative near clip plane. - Added Draggable Game Window Guides toggle in Cinemachine preferences. When disabled, Game Window guides are only for visualization. - Added button to virtual camera inspectors to auto-generate the CinemachineInputProvider component if it is missing. - Default PostProcessing profile priority is now configurable and defaults to 1000. - Cinemachine3rdPersonFollow now operates without the physics module and without collision resolution. - Bugfix: 3rdPersonFollow collision resolution failed when the camera radius was large. - Bugfix: 3rdPersonFollow damping occured in world space instead of camera space. - Bugfix: 3rdPersonFollow stuttered when Z damping was high. - Regression fix: CinemachineInputProvider stopped providing input. - Bugfix: Lens aspect and sensorSize were updated when lens OverrideMode != None. - Bugfix: Changing targets on a live vcam misbehaved. - Bugfix: Framing transposer did not handle empty groups. - Bugfix: Interrupting a transition with InheritPosition enabled did not work. - Bugfix: Cinemachine3rdPersonFollow handled collisions by default, now it is disabled by default. - Bugfix: SaveDuringPlay saved some components that did not have the SaveDuringPlay attribute. - Regression fix: Entries in the custom blends editor in CM Brain inspector were not selectable. - GameView guides are drawn only if appropriate inspector subsection is expanded. - FreeLook rigs are now organized in tabs in the inspector. - New sample scene: **Boss cam** sample scene demonstrates a camera setup to follow the player and to look at the player and the boss. The scene provides examples of custom extensions. - New Sample scene: **2D zoom**, showing how to zoom an orthographic camera with mouse scroll. - New Sample scene: **2D fighters**, showing how to add/remove targets gradually to/from a TargetGroup based on some conditions (here, it is the y coord of the players). - Bugfix: CinemachineCollider's displacement damping was being calculated in world space instead of camera space. - Bugfix: TrackedDolly sometimes introduced spurious rotations if Default Up and no Aim behaviour. - Bugfix: 3rdPersonFollow's shoulder now changes smoothly with respect to world-up vector changes. ## [2.7.2] - 2021-02-15 - CinemachineConfiner2D now handles cases where camera window is oversized - New sample scene (FadeOutNearbyObjects) demonstrating fade out effect for objects between camera and target using shaders. The example includes a cinemachine extension giving convenient control over the shader parameters - Bugfix (1293429) - Brain could choose vcam with not the highest priority in some cases - Bugfix: SaveDuringPlay also works on prefab instances - Bugfix (1272146) - Adding vcam to a prefab asset no longer causes errors in console - Bugfix (1290171) - Impulse manager was not cleared at playmode start - Nested Scrub Bubble sample removed (filenames too long), available now as embedded package - Compilation guards for physics, animation, and imgui. Cinemachine does not hard depend on anything now - Bugfix: CM StoryBoard had a 1 pixel border - Bugfix: CM StoryBoard lost viewport reference after hot reload - Bugfix: FramingTransposer's TargetMovementOnly damping caused a flick. - Bugfix: FreeLook small drift when no user input if SimpleFollowWithWorldUp - Bugfix: InheritPosition did not work with SimpleFollow binding mode - Bugfix: cleanup straggling post processing profiles when no active vcams - Bugfix: Checking whether the Input Action passed to CinemachineInputHandler is enabled before using it. - Bugfix: 3rdPersonFollow FOV was blended incorrectly when ReferenceLookAt was set to a faraway target - Bugfix: Position predictor not properly reset - Bugfix: Create via menu doesn't create as child of selected object - Bugfix: Post-processing profiles not cleaned up when no active vcams - Bugfix: Install CinemachineExamples Asset Package menu item was failing on 2018.4 / macOS - New sample scene (2DConfinerComplex) demonstrating new CinemachineConfiner2D extension. - Updated CharacterMovement2D script in 2D sample scenes (2DConfinedTargetGroup, 2DConfiner, 2DConfinerUndersized, 2DTargetGroup) to make jumping responsive. - Updated 2DConfinedTargetGroup and 2DConfiner scenes to use new CinemachineConfiner2D extension. ## [2.7.1] - 2020-11-14 - New feature: CinemachineConfiner2D - Improved 2D confiner. - Added ApplyAfter option to ImpulseListener, to add control over the ordering of extensions - UI update - Moved Cinemachine menu to GameObject Create menu and Right Click context menu for Hierarchy. - Virtual Camera Lens inspector supports display of Horizontal FOV - Virtual Camera Lens can override orthographic and physical camera settings - Bugfix (1060230) - lens inspector sometimes displayed ortho vs perspective incorrectly for a brief time - Bugfix (1283984) - Error message when loading new scene with DontDestroyOnLoad - bugfix (1284701) - Edge-case exception when vcam is deleted - Storyboard Global Mute moved from Cinemachine menu to Cinemachine preferences. - Bugfix - long-idle vcams when reawakened sometimes had a single frame with a huge deltaTime - Bugfix - PostProcessing temporarily stopped being applied after exiting play mode ## [2.6.3] - 2020-09-16 - Regression fix (1274989) - OnTargetObjectWarped broken for OrbitalTransposer - Bugfix (1276391) - CM Brain Reset did not reset Custom Blends asset in inspector - Bugfix (1276343) - CM Brain inspector custom blends misaligned dropdown arrow - Bugfix (1256530) - disallow multiple components where appropriate - Bugfix: BlendList camera was incorrectly holding 0-length camera cuts - Bugfix (1174993) - CM Brain logo was not added to Hierarchy next to Main Camera after adding vcam for the first time after importing CM. - Bugfix (1100131) - Confiner is aware of 2D collider's offset attribute. ## [2.6.2] - 2020-09-02 ### Bugfixes - Regression fix: OnCameraCut Memory leak when using Cinemachine with PostProcessing package - Bugfix (1272146): Checking for null pipeline, before drawing gizmos. - Add support for disabling Physics module ## [2.6.1] - 2020-08-13 ### Bugfixes - Regression Fix: PostProcessing/VolumeSettings FocusTracksTarget was not accounting for lookAt target offset - Regression fix: Confiner no longer confines noise and impulse - Bugfix: StateDrivenCamera was choosing parent state if only 1 clip in blendstate, even though there was a vcam assigned to that clip - Bugfix: vertical group composition was not composing properly - Bugfix: CinemachineNewVirtualCamera.AddComponent() now works properly - Bugfix: removed compile errors when Physics2D module is disabled - Bugfix: brain updates on scene loaded or unloaded - Bugfix (1252431): Fixed unnecessary GC Memory allocation every frame when using timeline - Bugfix (1260385): check for prefab instances correctly - Bugfix (1266191) Clicking on foldout labels in preferences panel toggles their expanded state - Bugfix (1266196) Composer target Size label in preferences panel was too big - Bugfix: Scrubbing Cache was locking virtual camera transforms beyond the cache range - Improved performance of path gizmo drawing - Timeline Scrubbing Cache supports nested timelines, with some known limitations to be addressed with a future Timeline package release - Added support for deterministic noise in the context of controlled rendering (via CinemachineCore.CurrentTimeOverride) - Added Target Offset field to Framing Transposer - Added Multi-object edit capabilities to virtual cameras and extensions - Added inspector button to clear the Scrubbing Cache ## [2.6.0] - 2020-06-04 ### New Features and Bugfixes - Added AxisState.IInputProvider API to better support custom input systems - Added CinemachineInpiutProvider behaviour to support Unity's new input system - Added Timeline Scrubbing cache: when enabled, simulates damping and noise when scrubbing in timeline - Added ManualUpdate mode to the Brain, to allow for custom game loop logic - VolumeSettings/PostProcessing: added ability to choose custom target for focus tracking - Added CinemachineRecomposer for timeline-tweaking of procedural or recorded vcam Aim output - Added GroupWeightManipulator for animating group member weights - Impulse: Added PropagationSpeed, to allow the impulse to travel outward in a wave - Impulse: added support for continuous impulses - Added CinemachineIndependentImpulseListener, to give ImpulseListener ability to any game object - Added 3rdPersonFollow and 3rdPersonAim for dead-accurate 3rd-person aiming camera - Added ForceCameraPosition API of virtual cameras, to manually initialize a camera's position and rotation - Added example scenes: Aiming Rig and Dual Target to show different 3rd person cmera styles - FramingTransposer does its work after Aim, so it plays better with Aim components. - Framing Transposer: add Damped Rotations option. If unchecked, changes to the vcam's rotation will bypass Damping, and only target motion will be damped. - Refactored Lookahead - better stability. New behaviour may require some parameter adjustment in existing content - Composer and Framing Transposer: improved handling at edge of hard zone (no juddering) - Orbital Transposer / FreeLook: improved damping when target is moving - CustomBlends editor UX improvements: allow direct editing of vcam names, as well as dropdown - Add Convert to TargetGroup option on LookAt and Follow target fields - Confiner: improved stability when ConfineScreenEdges is selected and confing shape is too small - Extensions now have PrePipelineMutateState callback - CinemachineCore.UniformDeltaTimeOverride works in Edit mode - Added TargetAttachment property to vcams. Normally 1, this can be used to relax attention to targets - effectively a damping override - Bugfix: Blend Update Method handling was incorrect and caused judder in some circumstances - Bugfix: VolumeSettings blending was popping when weight was epsilon if volume altered a non-lerpable value - Bugfix (1234813) - Check for deleted freelooks - Bugfix (1219867) - vcam popping on disable if blending - Bugfix (1214301, 1213836) - disallow structural change when editing vcam prefabs - Bugfix (1213471, 1213434): add null check in editor - Bugfix (1213488): no solo for prefab vcams - Bugfix (1213819): repaintGameView on editor change - Bugfix (1217306): target group position drifting when empty or when members are descendants of the group - Bugfix (1218695): Fully qualify UnityEditor.Menu to avoid compile errors in some circumstances - Bugfix (1222740): Binding Modes, that don't have control over axis value range, are not affected by it. - Bugfix (1227606): Timeline preview and playmode not the same for composer with hand-animated rotations - Bugfix: Confiner's cache is reset, when bounding shape/volume is changed. - Bugfix (1232146): Vcam no longer jerks at edge of confiner bound box. - Bugfix (1234966): CompositeCollider scale was applied twice. ## [2.5.0] - 2020-01-15 ### Support HDRP 7 and URP simultaneously - Accommodate simultaneous precesnce of HDRP and URP - Regression fix: Axis was always recentered in Edit mode, even if recentering is off ## [2.4.0] - 2020-01-10 ### HDRP 7 support and bugfixes - Storyboard: added global mute function - New vcams are by default created matching the scene view camera - Added ApplyBeforeBody option to POV component, to support working with FramingTransposer - Added RectenterTarget to POV component - Added OnTransitionFromCamera callback to extensions - Added Damping to SameAsFollowTarget and HardLockToTarget components - URP 7.1.3: added CinemachinePixelPerfect extension - Added Speed Mode to AxisState, to support direct axis control without max speed - New example scene: OverTheShoulderAim illustrating how to do over-the-shoulder TPS cam, with Normal and Aim modes - Impulse Manager: added option to ignore timescale - Framing Transposer: added OnTransition handling for camera rotation if InheritPosition - Upgrade to support HDRP and Universal RP 7.0.0 API - Upgrade to support HDRP and Universal RP 7.1.0 API - Removed Resources diretories - Sample scenes now available via package manager - Added optional "Display Name" field to Cinemachine Shot in Timeline - Added "Adopt Current Camera Settings" item to vcam inspector context menu - Composer and FramingTransposer: allow the dead zone to extend to 2, and the Screen x,Y can range from -0.5 to 1.5 - HDRP: lens presets include physical settings if physical camera - Regression Fix: Framing Transposer: ignore LookAt target. Use Follow exclusively - Bugfix: Framing Transposer was not handling dynamic changes to FOV properly - Bugfix: PostProcessing extension was not handling standby update correctly when on Manager Vcams - Bugfix: PostProcessing extension was leaking a smallamounts of memory when scenes were unloaded - Bugfixes: (fogbugz 1193311, 1193307, 1192423, 1192414): disallow presets for vcams - Bugfix: In some heading modes, FreeLook was improperly modifying the axes when activated - Bugfix: Orbital transposer was improperly filtering the heading in TargetForward heading mode - Bugfix: added EmbeddedAssetHelper null check - Bugfix: composer screen guides drawn in correct place for physical camera - Bugfix: FreeLook was not respecting wait time for X axis recentering - Bugfix: FreeLook X axis was not always perfectly synched between rigs - Bugfix (fogbugz 1176866): Collider: clean up static RigidBody on exit - Bugfix (fogbugz 1174180): framing transposer wrong ortho size calculation - Bugfix (fogbugz 1158509): Split brain.UpdateMethod into VcamUpdateMethod and BrainUpdateMethod, to make blending work correctly - Bugfix (fogbugz 1162074): Framing transposer and group transposer only reached half maximum ortho size - Bugfix (fogbugz 1165599): Transposer: fix gimbal lock issue in LockToTargetWithWorldUp - Bugfix: VolumeSettings: handle layermask in HDAdditionalCameraData - Bugfix: use vcam's up when drawing gizmos (orbital transposer and free look) ## [2.3.4] - 2019-05-22 ### PostProcessing V3 and bugfixes - Added support for PostProcessing V3 - now called CinemachineVolumeSttings - Added CinemachineCore.GetBlendOverride delegate to allow applications to override any vcam blend when it happens - When a blend is cancelled by the opposite blend, reduce the blend time - Orthographic cameras allow a Near Clip of 0 - Timeline won't auto-create CM brains when something dragged onto it - Confiner: Improvement in automatic path invalidation when number of path points path changes - Added CinemachineInpuitAxisDriver utility for overriding the default AxisState behaviour - CinemachineCameraOffset: added customizable stage for when to apply the offset - Added Loop option to BlendList Camera - Improved Lookahead: does not automatically recenter - Brain no longer applies time scaling to fixed delta - Added dependency on Unity.ugui (2019.2 and up) - Bugfix: potential endless loop when using Ignore tag in Collider - Bugfix: Allow externally-driven FeeLook XAxis to work properly with SimpleFollow - Bugfix: vcams with noise would sometimes show one noiseless frame when they were activated and standby update was not Always - Bugfix: Generate a cut event if cutting to a blend-in-progess (fogbugz 1150847) - Bugfix: reset lens shift if not physical camera - Bugfix: Collider must consider actual target position, not lookahead position - Bugfix: FreeLook heading RecenterNow was not working - Bugfix: lookahead now takes the overridden Up into account - Bugfix: screen composer guides drawn in wrong place for picture-in-picture - Bugfix: FreeLook now draws only 1 active composer guide at a time (fogbugz 1138263) - Bugfix: cameras sometimes snapped when interrupting blends - Bugfix: Path handles no longer scale with the path object - Bugfix: Framing Transposer Center on Activate was not working properly (fogbugz 1129824) - Bugfix: FreeLook inherit position - Bugfix: collider was pushing camera too far if there were multiple overlapping obstacles - Bugfix: use IsAssignableFrom instead of IsSubclass in several places - Bugfix: when interrupting a blend in progress, Cut was not respected - Bugfix: collider minimum occlusion time and smoothing time interaction - Bugfix: TargetGroup.RemoveMember error (fogbugz 1119028) - Bugfix: TargetGroup member lerping jerk when member weight near 0 - Bugfix: Transposer angular damping should be 0 only if binding mode not LockToTarget ## [2.3.3] - 2019-01-08 ### Temporary patch to get around a Unity bug in conditional dependencies - Removed Cinemachine.Timeline namespace, as a workaround for fogbugz 1115321 ## [2.3.1] - 2019-01-07 ### Bugfixes - Added timeline dependency - OnTargetObjectWarped no longer generates garbage ## [2.3.0] - 2018-12-20 ### Support for Unity 2019.1 - Added dependency on new unity.timeline - Added conditional dependence on PostProcessingV2 - No copying CM gizmo into assets folder - FreeLook: if inherit position from similar FreeLooks, bypass damping - Timeline: improve handling when vcam values are tweaked inside shot inspector (fogbugz 1109024) ## [2.2.8] - 2018-12-10 ### Bugfixes, optimizations, and some experimental stuff - Transposer: added Angular Damping Mode, to support quaternion calculations in gimbal-lock situations - Framing Transposer and Group Transposer: group composing bugfixes, respect min/max limits - Added ConemachineCameraOffset extension, to offset the camera a fixed distance at the end of the pipeline - Dolly Cart: added support for LateUpdate - State-driven-camera: added [NoSaveDuringPlay] to Animated Target and Layer Index - Added AxisState.Recentering.RecenterNow() API call to skip wait time and start recentering now (if enabled) - Added NoLens blend hint, to leave camera Lens settings alone - Updated documentation (corrections, and relocation to prevent importing) - Upgrade: added support for nested prefabs in Unity 2018.3 (fogbugz 1077395) - Optimization: position predictor is more efficient - Optimization: Composer caches some calculations - Optimization: Fix editor slowdown when Lens Presets asset is missing - Experimental: Optional new damping algorithm: attempt to reduce sensitivity to variable framerate - Experimental: Optional new extra-efficient versions of vcam and FreeLook (not back-compatible) - Timeline: play/pause doesn't kick out the timeline vcam - Path editor: make sure game view gets updated when a path waypoint is dragged in the scene view - Composer guides are shown even if Camera is attached to a renderTexture - Bugfix: allow impulse definition to be a non-public field (property drawer was complaining) - Bugfix: added null check for when there is no active virtual camera - Bugfix: CollisionImpulseSource typo in detection of 2D collider - Bugfix: PasteComponentValues to prefab vcams and FreeLooks were corrupting scene and prefabs - Bugfix: Timeline mixer was glitching for single frames at the end of blends - Bugfix: Added OnTransitionFromCamera() to POV and OrbitalTransposer, to transition axes intelligently - Regression fix: if no active vcam, don't set the Camera's transform ## [2.2.7] - 2018-07-24 ### Mostly bugfixes - Bugfix: fogbugz case 1053595: Cinemachine Collider leaves hidden collider at origin that interferes with scene objects - Bugfix: fogbugz case 1063754: empty target group produces console messages - Bugfix: FreeLook Paste Component Values now pastes the CM subcomponents as well - Bugfix: added extra null checks to support cases where current vcam is dynamically deleted - Bugfix: reset BlendList when enabled - Regression fix: FreeLook axis values get transferred when similar vcams transition - Bugfix: cutting to BlendList vcam sometimes produced a few bad frames - Bugfix: smart update tracks the targets more efficiently and correctly, and supports RigidBody interpolation (2018.2 and up) - Enhancement: POV component interprets POV as relative to parent transform if there is one - API change: OnCameraLive and CameraActivated events take outgoing vcam also as parameter (may be null) ## [2.2.0] - 2018-06-18 ### Impulse Module and More - New Cinemachine Impulse module for event-driven camera shakes - New Event Helper script CinemachineTriggerAction takes action on Collider and Collider2D enter/exit events, and exposes them as UnityEvents - New performance-tuning feature: Standby Update. Controls how often to update the vcam when it's in Standby. - New NoiseSettings editor with signal preview - Added Focal Length or Named FOV presets for Camera Lens - Added support for Physical Camera: focal length and Lens Offset - New improved Group framing algorithm: tighter group framing in GroupComposer and FramingTransposer - Collider: now returns TargetIsObscured if the target is offscreen (great for cameras with fixed aim) - Collider: added Minimum Occlusion Time setting, to ignore fleeting obstructions - Collider: added Transparent Layers mask, to specify solid objects that don't obstruct view - Collider: damping will no longer take the camera through obstacles - Collider: Added separate damping setting for when target is being occluded vs when camera is being returned to its normal position - Collider: added Smoothing setting, to reduce camera jumpiness in environements with lots of obstacles - NoiseSettings: added checkbox for pure sine-wave instead of Perlin wave - If no LookAt target, PostProcessing FocusTracksTarget offset is relative to camera - TrackedDolly: Default up mode sets Up to World Up - Virtual Camera: New Transitions section in inspector that gives more control over blending: - Blend Hint provides some control over how the position and rotation are interpolated - Inherit Position checkbox to ensure smooth positional handoff from outgoing camera - OnCameraLive event gets fired when the camera activates. Useful for custom handlers. - Added ScreenSpaceAimWhenTargetsDiffer as a vcam blend hint. This influences what happens when blending between vcams with different LookAt targets - Increased stability of vcams with very small FOVs - Framing Transposer no longer requires LookAt to be null - LensSettings Aspect, Orthographic, IsPhysicalCamera, SensorSize properties no longer internal - Noise Profiles: don't magically create assets. Prompt user for filename and location of new or cloned profiles - Refactored interaction between timeline and CM brain, to improve handling of edge cases (fogbugz case 1048497) - Bugfix: StateDrivenCamera Editor was not finding states if target was OverrideController - Bugfix when dragging orbital transposer transform: take bias into account - Bugfix: SaveDuringPlay was not handling asset fields correctly - was sometimes crushing assets - Bugfix: SimpleFollow transposers were not initilizing their position correctly at game start - Bugfix: Timeline with CM shot was causing jitter in some FixedUpdate situations - Bugfix: Multiple brains with heterogeneous update methods were not behaving correctly. CM will now support this, but you must make sure that the brains have different layer masks. - Example scenes now include use of CinemachineTriggerAction script. ## [2.1.13] - 2018-05-09 ### Removed dependency on nonexistant Timeline package, minor bugfixes - Bugfix: Custom Blends "Any to Any" was not working (regression) - Bugfix: Composer was sometimes getting wrong aspect if multiple brains with different aspect ratios - Bugfix: could not drag vcam transforms if multiple inspectors and one is hidden - Bugfix: Framing Transposer initializes in the wrong place - noticeable if dead zone ## [2.1.12] - 2018-02-26 ### Storyboard, Bugfixes and other enhancements. Also some restructuring for Package Manager - Project restructure: Removed Base, Timeline, and PostFX folders from project root. PostProcessing code must now be manually imported from Cinemachine menu. No more dependencies on scripting defines. - New Storyboard extension, to display images over the vcams. Comes with a Waveform monitor window for color grading - New option to specify vcam position blend style: linear, spherical, or cylindrical, based on LookAt target - Added API to support seamless position warping of target objects: OnTargetObjectWarped(). - Added support for custom blend curves - Lookahead: added Ignore Y Axis Movement option - Added support for cascading blends (i.e. blending from mid-blend looks better) - POV/Orbital/FreeLook axis: exposed Min, Max, and Wrap in the UI, for customized axis range - FreeLook: added Y Axis recentering - POV: Added recentering feature to both axes - Path: Added Normalized Path units option: 0 is start of path, 1 is end. - Path: added length display in inspector - Timeline Clip Editor: vcam sections are now collapsible - API enhancement: added Finalize to Pipeline stages, called even for manager-style vcams - Bugfix: PostProcessing V2 DoF blending works better - Bugfix: OrbitalTransposer works better with WorldUp overrides - Bugfix: Remove StateDrivenCamera "not playing a controller" warning - Bugfix: Handle exceptions thrown by assemblies that don't want to be introspected - Bugfix: vcams following physics objects incorrectly snapped to origin after exiting play mode - Bugfix: predictor now supports time pause - Bugfix: Moved StartCoroutine in Brain to OnEnable() - Bugfix: Collider was causing problems in Physics on Android platforms - Bugfix: dragging a vcam's position updtaes prefabs properly - Bugfix: All extension now respect the "enabled" checkbox - Bugfix: Undo for Extasion add will no longer generate null references ## [2.1.10] - 2017-11-28 ### This is the first UPM release of *Unity Package Cinemachine*. - New Aim component: Same As Follow Target simply uses the same orientation as the Follow target - Perlin Noise component: added inspector UI to clone or locate existing Noise profiles, and to create new ones - Noise Presets were moved outside of the Examples folder - Example Assets are now included as embedded package, not imported by default - Bugfix: FreeLook with PositionDelta was not properly updating the heading - Bugfix: Transitioning between FreeLooks simetimes caused a short camera freeze - Bugfix: Added some null checks to FreeLook, to prevent error messages at build time ## [2.1.9] - 2017-11-17 ### Initial version. *Version 2.1.9 cloned from private development repository, corresponding to package released on the asset store*