Pighaus Games Docs

Changelog

What changed and why, newest first.

1.0.0#

First release.

Added#

  • Sequencer integration. Six track types under one Blendable submenu: Transition, Shake, Preset, Look At, Effects Scale and Cinematic Mode. Everything a section publishes expires on its own, so playing out, scrubbing away and closing the sequence all clean up the same way.
  • Transition track. Blends the shot back to gameplay across a section, taking position, rotation, FOV and post process with it. The engine's own end-of-cut restore is an unblended SetViewTarget, so this covers a real gap rather than duplicating Camera Cut.
  • Release All on the Sequencer subsystem. Drops every claim and gives input back first.
  • Comfort exemptions per Sequencer section, covering the ambient handheld bus as well as transient shakes.
  • Camera stack readout. Draws the preset in force, both claim ladders with the winner arrowed, the blend in progress and any Sequencer weights.
  • Project settings for the comfort default on new sections, the camera probe channel, a fallback preset, and whether the stack readout starts on.
  • Preset validation. Saving a preset checks the claim ladder is ordered correctly, which is the fault that produces a camera that silently does nothing when you change preset.
  • Automation tests under the Blendable filter.
  • A settling window after a rig change. The automatic follows stay quiet while a blend runs, then ease back in.
  • Look At averaging. Bind two actors and it frames both.

Fixed#

  • Legacy migration could wipe a component's config. The one-time fold of the old flat properties into the config struct was gated on a serialised flag defaulting to false, so a component authored after the fold, saved and loaded back, copied twenty-six untouched defaults over its own settings. Having a preset assigned hid it; anything configured inline lost the lot.
  • Fifteen settings weren't taking part in a rig blend at all, both damper channels among them, so a blend changed how hard the camera followed without changing how it was smoothed.
  • The snap when blending to a rig with auto recentre, pitch recovery or slope follow. Three pieces of shared state carried on running, or froze at their last value, on rigs that never read them. The follow ramp was the worst: a full second of ease-in by default, scaling every automatic voice, but advancing on any rig where you weren't steering. It was always already spent by the time a rig that needed it arrived.
  • Auto-shoulder probed the wrong distance with composition on, so the pinch never fired on a wall the camera was already sliding into.
  • Sequencer only ever resolved player 0. In split screen the first controller's pawn might not be carrying a Blendable camera, and every track then did nothing, silently.
  • One-shots didn't fire again after a sequence looped.
  • Preset volumes and camera triggers had drifted apart. Two implementations of the same rules, producing one blend through one of them and two through the other. The volume is a subclass of the trigger now, so there's one implementation.
  • The plugin wouldn't build on its own. It compiled inside the host project because unity builds concatenate translation units and a neighbour happened to include what was missing. Built the way the marketplace does it, eight files failed on missing includes.
  • All four shipped presets had a mis-ordered claim ladder, with the view mode below the input device. The exact fault the validator was written to catch, sitting in the shipped content.

Changed#

  • ToSequencer transition direction is deprecated and hidden from the picker. Camera Cut's own Ease In already does this, and the two fought each other. Existing sections still work.
  • Priority defaults are named constants instead of the same numbers repeated across five headers.
  • The Sequencer subsystem doesn't resolve components every tick. It returns early when nothing's published, which is nearly every frame.
  • Legacy properties are editor-only, so twenty-six of them are no longer carried into shipping builds.