- Version bump for Open UPM.
- Fixed a missing null check in the Render Pass which caused a reoccuring error when executing a build.
- Changed the OrthographicRenderSystem to cache a command buffer. The RenderPass is much simpler now by executing the Command Buffer.
- Updated the package dependencies.
- Fixed the CanvasMetadataDisposalSystem from disposing incorrectly on a separate thread and not removing the system state.
- Renamed the
CarteDiem.Commonnamespace toUGUIDOTS.Common
- NumericsUtils to convert integers to character arrays.
- Updates the minimum dependency to Entities 0.11.0
- Removes checks of a null EntityManager in the test fixture.
- Added
ChildrenActiveMetadatacomponent to store the state of the visibility of the entity - Added the
EnableRenderingTagto mark entities as newly rendering - Added the
ToggleVisibilitySystemto manage the state of the entities' visibility - Added a
ReactiveSubgroupToggleSystemto clean up entities when they are disabled/enabled.
- Changed the
UpdateLocalMeshDataSystemto react to the state of the entity. See the wiki page about closing for more details. - Changed the
CanvasConversionSystemto populate and add theChildrenActiveMetadataSystem. - Changed the
BuildImageVertexDataSystemandBuildTextVertexDataSystemto include disabled entities. - Changed the
RenderCommandto be a managedIComponentDatainstead.
- Fixed issue regarding render texture cameras
- Fixed instancing declaration error in the shaders
- 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 the MobileMouseCollisionSystem button logic from continuously producing a request every frame
ButtonMessagePersistentPayloadin favor of producing an entity each frame
- Adds a check to ensure that the rendered element has a SharedMaterial attached.
- Added support for MaterialPropertyBlocks in the
RenderInstructionstruct - Added a
DefaultImageshader to handle image fill amounts and element translation - Added
ResetMaterialGroupto clear all property blocks - Added
UpdateMaterialGroupto have a system group that runs after theResetMaterialGroupto apply custom properties - Added a
HierarchyUtilsclass for a common recursive operation to grab the root element - Added constant Shader IDs to the
ShaderIDConstantsfor Translation/Fill
SharedTextureandSharedMaterialare now managedIComponentDatainstead- Removes the
_tempBlockmaterial property from theOrthographicRenderPass
- Split
InputDataAuthoringinto 2 modules for Mobile and Standalone. - Fixed a bug with the
CopyTouchDataSystemwhere the data wasn't copied from the touch module into the TouchElement buffer.
- Updated entities dependency to 0.9.0-preview.6
- Moved mobile logic to the if define preprocessor in the
InputDataAuthoring.
- No visible changes between v0.0.7 and v0.0.8. This is due to me forgetting to update package.json.
- Added
AddMeshTagwhich signals that an entity needs to have a mesh added to the entity - Added
BuildUIElementTagto signal that the vertex/index buffers need to be regenerated - Added
VisualAssetConverionSystemto declare and convert Textures and Entities into their own assets
- Changes the RectTransformConversionSystem to attach relative dimensions on all elements in the hierarchy
- Changes
AnchorStateenum to be explicit with the preset corner to allow for easy debugging in the EntityDebugger - Fixed
AnchorSystemfrom targetting non renderered visual elements - Fixed
AnchorSystemto target the relative parent's dimension when computing a new anchor when the resolution changes - Fixed the
CanvasScalerSystemto scale the canvas only on a resolution change - Removes
BuildTextTag,CachedMeshTagin favor ofBuildUIElementTag - Removes the
TextureKeyandMaterialKeyin favor ofLinkedTextureEntityandLinkedMaterialEntity
MessageUpdateGroupwas added so data can be processed before consumption
- 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 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.
- Supports text wrapping for multiline texts
- Added more documentation to the wiki about Canvases, Text, Images
- 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
- 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
- Added glyph metric support for regular text components
- Added conversion systems to the pipeline to automatically attach components to text components
- Adds safety checks to stop the render pass from executing empty instructions.
- Recursive hierarchy sorting to render elements
- Adds image fill for backgrounds
- Adds basic rendering systems to display simple images
- Adds MeshUtil for easy generation of quads
- Adds a basic orthographic render pass to URP