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Add 2.6.0 to changelog
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Closes #25, #22, #18, #8, #4.
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thusoy committed Nov 4, 2017
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Expand Up @@ -3,6 +3,64 @@ Changelog

The Megacool SDK adheres to [semantic versioning.](http://semver.org)

2.6.0 - 2017-11-03
==================

Very exciting release this time, introducing both highlight recording and capture without extra
blits or renders on Unity.

## Added
- Added a new `highlightRecording` feature which enables recording the best parts of the gameplay,
in addition to the existing latest and timelapse strategies. Read more in
[the quickstart](https://docs.megacool.co/quickstart#b-highlight-recording).
- Unity: You can now more easily customize the recording by explicitly attaching the MegacoolManager
to a camera in the scene, enabling you to keep hide UI elements or show overlays only to this
camera.
- Unity: `OnReceivedShareOpened(megacoolEvent)` that gets called when a Megacool share is opened on
your device
- Unity: `OnLinkClicked(megacoolEvent)` that gets called when your shared link is clicked
- Unity: `OnSentShareOpened(megacoolEvent)` that gets called when your Megacool share is opened
- Unity: `OnMegacoolEvents(List)` that gets called with all events at once
- iOS: Copy GIF to pasteboard button in the UIActivityViewController
- Android: Added an HTML version of the sharing intent text for apps that support it.
- Android: Fallback images when GIFs are unavailable, similar to iOS (this has been available
through `ShareConfig` for some time already, but was very buggy and didn't work from Unity).
- Android: forceAdd for timelapse recordings, similar to iOS.
- Android (and Unity Android): Custom share buttons! Similar to what you can do on iOS you can now
target a specific app with a dedicated button. We've added support for the same channels as on
iOS: SMS, Mail, Facebook Messenger and Twitter. Call `shareToMessenger()`, `shareToMail()` etc
instead of the regular `share()` to use this.

## Changed
- Unity: You should no longer manually add the `MegacoolManager` to the scene, the prefab has been
removed and recording will magically work without it.
- Unity: Recording has been rewritten to not require blitting or rendering a texture from Unity on
OpenGL ES3 apps, meaning higher performance capturing that is identical to what is shown on
screen. This automatically falls back to capturing via a texture on ES2 or Metal.
- Unity: `Start(Action e)` is now deprecated. Use `Start()` and add callbacks to their respective
delegates.
- Android: `enableDebugging` has been renamed to `setDebug` for parity with iOS and Unity.

## Fixed
- Unity: `MegacoolShareConfig` has been formatted to support fallback images on Android.
- Unity: Recording on apps with multithreaded rendering has been fixed.
- iOS: Crash if trying to set `keepCompletedRecordings` or `disableFeatures` while debug mode is on.
- iOS: Crash if trying to send debug data before a recording has been started.
- iOS: Sharing to Slack now makes the link clickable
- iOS: The custom Twitter share now works again by copying the GIF to the pasteboard, opening
Twitter and letting the user paste the GIF.
- Android: `SharingManager#share()` now runs mostly on a background thread to prevent
blocking the UI while the GIF is created.
- Android: Setting last frame delay to 0 means the same as on iOS - the same delay as the other
frames.
- Android: `resetIdentity()` was ignored if called after `start()`, but crashed if called before.
The crash has been fixed, this should still be called before `start()`.
- Android: A race condition caused most state updates during timelapse capture from being persisted,
ensuring that hardly any frames were captured.
- Android: Shares was sometimes not created correctly if network requests happened in a certain
order.


2.5.1 - 2017-09-12
==================

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