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Change Log

0.3.6

  • Version bump for Open UPM.

0.3.4

Fixed

  • Fixed a missing null check in the Render Pass which caused a reoccuring error when executing a build.

0.3.3

Changed

  • Changed the OrthographicRenderSystem to cache a command buffer. The RenderPass is much simpler now by executing the Command Buffer.
  • Updated the package dependencies.

0.3.2

Fixed

  • Fixed the CanvasMetadataDisposalSystem from disposing incorrectly on a separate thread and not removing the system state.

0.3.1

Changed

  • Renamed the CarteDiem.Common namespace to UGUIDOTS.Common

0.3.0

Added

  • NumericsUtils to convert integers to character arrays.

Changed

  • Updates the minimum dependency to Entities 0.11.0

Removed

  • Removes checks of a null EntityManager in the test fixture.

0.2.0

Added

  • Added ChildrenActiveMetadata component to store the state of the visibility of the entity
  • Added the EnableRenderingTag to mark entities as newly rendering
  • Added the ToggleVisibilitySystem to manage the state of the entities' visibility
  • Added a ReactiveSubgroupToggleSystem to clean up entities when they are disabled/enabled.

Changed

  • Changed the UpdateLocalMeshDataSystem to react to the state of the entity. See the wiki page about closing for more details.
  • Changed the CanvasConversionSystem to populate and add the ChildrenActiveMetadataSystem.
  • Changed the BuildImageVertexDataSystem and BuildTextVertexDataSystem to include disabled entities.
  • Changed the RenderCommand to be a managed IComponentData instead.

0.1.3

Fixed

  • Fixed issue regarding render texture cameras
  • Fixed instancing declaration error in the shaders

0.1.2

Added

  • Documentation on how buttons work (marked as experimental)
  • Added TestFixtures to regressively add tests on all the systems
  • Added Mobile unit tests to check if the button state is correct

Fixed

  • Fixed the MobileMouseCollisionSystem button logic from continuously producing a request every frame

Removed

  • ButtonMessagePersistentPayload in favor of producing an entity each frame

0.1.1 - 2020-04-26

Added

  • Adds a check to ensure that the rendered element has a SharedMaterial attached.

0.1.0 - 2020-04-25

Added

  • Added support for MaterialPropertyBlocks in the RenderInstruction struct
  • Added a DefaultImage shader to handle image fill amounts and element translation
  • Added ResetMaterialGroup to clear all property blocks
  • Added UpdateMaterialGroup to have a system group that runs after the ResetMaterialGroup to apply custom properties
  • Added a HierarchyUtils class for a common recursive operation to grab the root element
  • Added constant Shader IDs to the ShaderIDConstants for Translation/Fill

Changed

  • SharedTexture and SharedMaterial are now managed IComponentData instead
  • Removes the _tempBlock material property from the OrthographicRenderPass

0.0.10 - 2020-04-11

Changed

  • Split InputDataAuthoring into 2 modules for Mobile and Standalone.
  • Fixed a bug with the CopyTouchDataSystem where the data wasn't copied from the touch module into the TouchElement buffer.

0.0.9 - 2020-04-10

Changed

  • Updated entities dependency to 0.9.0-preview.6
  • Moved mobile logic to the if define preprocessor in the InputDataAuthoring.

0.0.8 - 2020-04-08

  • No visible changes between v0.0.7 and v0.0.8. This is due to me forgetting to update package.json.

0.0.7 - 2020-04-07

Added

  • Added AddMeshTag which signals that an entity needs to have a mesh added to the entity
  • Added BuildUIElementTag to signal that the vertex/index buffers need to be regenerated
  • Added VisualAssetConverionSystem to declare and convert Textures and Entities into their own assets

Changed

  • Changes the RectTransformConversionSystem to attach relative dimensions on all elements in the hierarchy
  • Changes AnchorState enum to be explicit with the preset corner to allow for easy debugging in the EntityDebugger
  • Fixed AnchorSystem from targetting non renderered visual elements
  • Fixed AnchorSystem to target the relative parent's dimension when computing a new anchor when the resolution changes
  • Fixed the CanvasScalerSystem to scale the canvas only on a resolution change
  • Removes BuildTextTag, CachedMeshTag in favor of BuildUIElementTag
  • Removes the TextureKey and MaterialKey in favor of LinkedTextureEntity and LinkedMaterialEntity

0.0.6 - 2020-03-24

Added

  • MessageUpdateGroup was added so data can be processed before consumption

0.0.5 - 2020-03-20

Added

  • Static analysis batching of the canvas hierarchy
  • Added systems to aggregate children mesh vertices and indices
  • Added VisualAssetConversionSystem to declare prefab entities for textures and materials

Changed

  • Changed IJobForEach structs to use the Entities.Lambda option
  • Removed RenderRecurseOrderSystem because the batcher builds the meshes in order
  • Removed CanvasSortOrder for the time being because there currently isn't a good way to sort it currently
  • Removed MeshIndex because meshes are attached to Canvas root objects instead.
  • Removed SubmeshKeyElement indices
  • Removed Bin which stored project assets
  • Removed TextureKey and MaterialKey index operations of retrieving keys.

0.0.4 - 2020-02-06

Added

  • Supports text wrapping for multiline texts

Changed

  • Added more documentation to the wiki about Canvases, Text, Images

0.0.3 - 2020-02-03

Added

  • Adds support for TextMeshPro
  • Adds fontAtlas conversion system
  • Adds basic vertical (top, middle, bottom) and horizontal left alignment
  • Adds style checking for normal styles and bold fonts.
  • Adds scaling for text and images

Changed

  • Removes support for UGUI Text components, in favour of TextMeshPro
  • Removes implicit linking of dimensions to mesh size, opted to embed entities with vertex and index data
  • Fixes uv mapping issue of sprites
  • Fixes image dimension padding

0.0.2 - 2020-01-18

Added

  • Added glyph metric support for regular text components
  • Added conversion systems to the pipeline to automatically attach components to text components

Changed

  • Adds safety checks to stop the render pass from executing empty instructions.

0.0.1 - 2020-01-04

Added

  • Recursive hierarchy sorting to render elements
  • Adds image fill for backgrounds

0.0.0 - 2019-12-29

Added

  • Adds basic rendering systems to display simple images
  • Adds MeshUtil for easy generation of quads
  • Adds a basic orthographic render pass to URP