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Release 0.22.0: Animation & deformation stack, Reach IK, and pack-loading performance - #1305
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Sync fork develop with upstream: release 0.22.0 (untoldengine#1305)
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Summary
Release 0.22.0 adds a full animation and character-deformation stack built on pose layers, Reach IK targeting, and compute skinning, ships major scene- and pack-loading performance work, and fixes a set of scene lifecycle, export-fidelity, and threading bugs.
Animation and deformation
Performance
.untoldpack([Performance] Automatic LOD chains for the models of a .untoldpack #1299)..untoldin a pack once instead of once per reference, and write repeated models to a pack once ([Performance] Load each .untold of a pack once #1290, [Performance] Write repeated models once in a .untoldpack #1288).Bug fixes
Scene.assignand a reader of the slot ([Bugfix] Close the data race between Scene.assign and a reader of the slot #1302).Export and Blender add-on
Docs and CI
Checklist
Architectural notes / trade-offs
The animation stack (#1259) introduces pose layers as the composition point above physics pose, compute skinning (DQS/DDM), morph targets, pose drivers, XPBD muscles, and an ML deformer, with motion-capture seam handling folded into the same pipeline. Reach IK (#1283) targets per chain rather than per skeleton, with target space selectable as world, model, shoulder, or ground.
Pack loading now deduplicates both
.untoldreads and repeated model writes across a.untoldpack(#1290, #1288), and LOD chains are generated automatically for packed models (#1299) — this trades extra work at pack-build/load time for fewer redundant reads and smaller packs at runtime. Scene capacity beyond 20,000 entities (#1289) and theScene.assigndata race fix (#1302) touch core ECS/scene-concurrency paths and should be watched for regressions in high-entity-count and streaming scenes.