[h2]0.9.6.5[/h2][h2]Change Log[/h2] [b]Additions[/b][list][*]You can now trigger a recalculation of rigging zones by selecting a mesh that is attached to multiple bones, and pressing M (hold shift to force a simplified recalculation that is independent of the mesh size)[/*][*]When a mesh is attached to a parent that has defined rigging zones, any vertices not included in these zones will be highlighted in red[/*][/list][b]Changes and Enhancements[/b][list][*]When attaching a mesh to multiple bones, if the automatically calculated rigging zones overlap, the system will now automatically recalculate them using a simplified method that is independent of the mesh size[/*][*]Bones are now thinner and less obstructive, and grow in size when hovered to maintain ease of selection and manipulation[/*][*]Additional changes under the hood to support runtime development[/*][/list][b]Bug Fixes[/b][list][*]Addressed several edge cases where attaching multiple meshes to the same parent could lead to unpredictable behavior[/*][*]Fixed a bug where the animation and onion skinning context menus were appearing too far from the cursor when activated while timelines were expanded[/*][/list][b]Known issues[/b][list][*]Non-mesh children of strokes don't update in real-time when using ik[/*][*]Visual bug when images armed for adding swappable image and mesh in reposition mode[/*][*]Some pop-up ui elements appear below panels[/*][*]Z-order window images do not change when mesh images are swapped[/*][/list] [img]https://clan.cloudflare.steamstatic.com/images//7187042/4955de11e31b4f8863ae087aa8b09448f6e3fb84.png[/img]