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UnityEQ Painting Lab

Release notes

Target Unity version: 2022.3 LTS or newer, including Unity 6.

Compatibility is verified rather than asserted: the built package is imported into an empty project on each supported editor and compiled from scratch. Verified on 2022.3.62f3 (147/153 automated tests, 6 skipped for environment) and 6000.3.14f1 (153/153).

Correctness and performance release.

  • Paint undo now keys on a stable per-slot id. Removing a texture slot no longer makes an undo write one texture’s pixels into another, and no longer throws.
  • Alpha Edge Padding now bleeds the full width the Padding Pixels slider offers. Previously it could never exceed one pixel while still running every pass.
  • Fill in Flow and Direction modes no longer floods the canvas with a zero-length direction. It now raises only the B strength/valid channel, and only on pixels that already carry a painted direction.
  • Export All no longer overwrites files when two slots share a name, and the success message reports files written rather than slots visited.
  • Paint canvases and preview textures are created linear, so the in-editor preview decodes the same vector field the exported EXR contains.
  • The export post-process preview rebuilds once per stroke instead of once per painted frame, and its working buffers are pooled.
  • Projection painting caches mesh data and rejects triangles with a bounds test before raycasting, instead of re-reading the whole mesh for every sub-sample.
  • Opening the window no longer creates folders in your project. Export folders are created by an export.
  • The Smooth tool reads a pre-stroke snapshot, so repeated passes soften an edge in place instead of drifting it.
  • Canvas dimensions are bounded, with the memory cost shown beside the fields.
  • Export blur is premultiplied, removing the dark halo around blobs on a transparent canvas.
  • Paint history survives a script recompile, and is bounded by total bytes.
  • Undo and redo accept Cmd on macOS as well as Ctrl.
  • Export All writes every file first, then imports them in one batch, and can be canceled.
  • The Vector Preview toggle is available in the 2D workspace, not only in 3D.
  • The in-editor 3D preview pane’s Built-in Render Pipeline requirement is now documented. 2D painting and all exported textures are unaffected.

Initial release: standalone asset workflow, 2D canvas painting, 3D preview painting, seam-safe projection painting, UV shell visualization, brush tips, brush shape selection, jitter, symmetry, channel preview, decoded Flow/Direction preview shading, and mode-aware exports.

  • Fixed mesh strokes leaking into the 2D canvas input handler.
  • Added seam-jump protection for UV-space 3D strokes.
  • Matched Flow and Direction encoding to the Unreal PaintingLab reference.
  • Split brush footprint shape from brush-tip texture presence.
  • Removed temporary seam/brush debug instrumentation.
  • Added Show UV Shell for canvas and 3D preview seam inspection.
  • Added toggleable decoded vector preview shading for the canvas and 3D mesh preview.
  • Fixed Flow and Direction painting through projection-aware mesh strokes.
  • Restored the production menu path to Tools/EQLabs/EQ Painting Lab/Open Editor.
  • Hardened generated export folder names so user-entered paths stay inside the EQPaintingLab generated export area.
  • Exercised the final product build path in Unity batchmode with the guarded package checks passing.
  • Split decoded vector previews so Flow uses animated motion bands while Direction uses static field arrows.
  • Renamed the 3D viewport toggle to Vector Preview so it applies clearly to both Flow and Direction.
  • Added viewport header badges that name the active decoded vector preview as animated Flow or static Direction arrows.
  • Documented the public compatibility target as Unity 2022.3 LTS or newer, including Unity 6.
  • Added a UV Channel selector so 3D painting, mesh texture preview, and UV shell overlays can target UV0, UV1, UV2, or UV3.
  • Added non-destructive export post processing with Smooth, Blur, radius/strength/pass controls, alpha edge padding, and viewport preview.
  • Generated exports are written under Assets/EQPaintingLab/Generated.
  • Test-created painting assets and generated exports are not part of the final upload package.
  • The public package keeps the runtime model, editor window, product/export helpers, inspector, preview shader, README, Quick Start, and Release Notes.
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