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CHANGELOG.md

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1.10.20: - Added WaitForConditionAsync extension.

1.10.18: - Added ColorSchemeAnimator to animate color scheme changing from one color scheme to another. - Added public ColorSchemeComponent methods required to create custom animators.

1.10.17: - Fixed an issue with InfoBox, that can cause build errors.

1.10.16: - Added custom InfoBox for UIElements. Not fully implemented, but can be used manually. - Added SerializedProperty extension to get Attributes from it (Editor only).

1.10.15: - PrefabsList: Added virtual modifier to elements management methods. - Added PrefabsList.AddElementsRange() method.

1.10.14: - Made PrefabsList abstract, added count changed events.

1.10.13: - Changed Three State Toggle public state property from custom enum to bool?.

1.10.12: - Added Tree State Toggle with undefined state.

1.10.11: - Added Asset Reference Finder window.

1.10.10: - Added GetRequiredComponent for the Component class, to call directly from the component w/o using gameObject. - Added Mane.UI namespace, a bit reorganised UI components.

1.10.9: - Improved Color Scheme Component inspector view.

1.10.8: - Added MaxWidth and MinWidth properties to the MaxTextSize component.

1.10.7: - Changed IReadOnlyList to IEnumerable in PrefabList.Init() to allow LINQ queries.

1.10.6: - Added Enum.ToIntString and string.ToIntEnum extensions to convert enums for numbered string serialization. - Fixed a lot of issues in PrefabList, added isNew flag to know if is the element new or reused

1.10.5: - Fixed exceptions when you try to set a color scheme color from a component. - Added feature to live update component's color when you changed it from the scheme.

1.10.4: - Added IsInRange and Contains methods to the MinMax classes. - Removed wrong division methods for MinMax classes.

1.10.3: - Removed ColorSchemeSyncComponent due to the errors caused by CanvasRenderer. - Added a feature to add multiple bindings to the ColorSchemeComponent instead.

1.10.2: - Added StateSyncComponent to sync objects enabling state; - Allow edit multiple MaxTextSize objects at once.

1.10.1: - Fixed an issue with Color Scheme Sync Component that prevent some colors to be saved in asset.

1.10.0: - Added Color Schemes to manage color palettes for UI controls. - Fixed some errors from Color Picker re-painting process.

1.9.4: - Fixed Async.ToCoroutine cancellation issue.

1.9.3: - Improved PrefabList: Added features to not destroy elements and better Init.

1.9.2: - Added Async.ToCoroutine extension to execute async operation using coroutine with callback.

1.9.1: - Added RectTransformChangedCatcher to catch RectTransform changes. - Added MaxTextSize to fit text into the exact box.

1.8.2: - Color Picker: Automatically applies HEX color from the clipboard.

1.8.1: - Added ComponentReactivator script to re-enable scripts within a few frames after loading. - Added script to calculate GameObjects, Components and Vertices count in the scene.

1.8.0: - Added Hue, Saturation, Brightness and Light fields to Color Picker. - Optimize Color Picker UI logic. - Fixed not working Color.GetHue() extension.

1.7.4: - Added StateChangeDetector to catch OnEnable, OnDisable and OnDestroy events.

1.7.3: - Added Enum.IsObsolete check.

1.7.2: - Serialized List: Added feature to get access to the list content from the runtime.

1.7.1: - Improved errors handling in the Serialized List attribute.

1.7.0: - Finally finished new Serialized List feature. Based on Scriptable Objects now.

1.6.47: - Another test... Sadly, I can't reproduce the issue in the test project.

1.6.46: - Trying to resolve strange issues that appears in real projects, but not reproducible in the test.

1.6.45: - Decomposed some code to ease debug process.

1.6.44: - Fixed compilation issues caused with the last update. Improved Serialized List attribute workflow.

1.6.43: - Added Serialized List attribute, to serialize string or int lists from the custom asset lists. Amazing feature for GD people to expand enum-like dropdown fields without using any code.

1.6.42: - Added TransformCopierWindow (Mane/Transform Copier) to copy transform data from one bunch of object to another.

1.6.41: - Added IsInsideRectangle() extensions to Vector2.

1.6.40: - Added GetWorldCoordinates() extension to RectTransform.

1.6.39: - Added AnimationEventInvoker to invoke methods on animation events.

1.6.38: - Made PrefabList IEnumerable to allow for foreach loops and LINQ.

1.6.37: - Added RectTransform.Set...Offset() extension methods.

1.6.36: - Added SafePlus(), SafeMinus() and SafeMultiply() int extensions to avoid overflows.

1.6.35: - Added ClearElements() method to PrefabList.

1.6.34: - Fixed wrong privacy modifier on the last extension.

1.6.33: - Added string.GetCountedString extension to select a string from a list based on a counter.

1.6.32: - Added AnimationEventParticleSystemInvoker to invoke ParticleSystem.Play() on animation events. - Changed Mane.StateMachine namespace to Mane.AnimatorStateMachine.

1.6.31: - Added math operators to MimMax classes. - Fixed some Random methods summary.

1.6.30: - Added int and float MinMax serializable classes with Random value generator. - Added Random.SelectFrom and Random.TrySelectFrom methods to select random elements from a list of sorted odds.

1.6.29: - Added Count and iterator to the PrefabList class.

1.6.28: - Added string.ColorizeRich() extension to add colors to your text.

1.6.27: - Replaced old string.FormatColored() extensions with more universal substrings versions.

1.6.26: - Added item index to PrefabList initialization process.

1.6.25: - Change some string.FormatColored() overrides signatures.

1.6.24: - Added PrefabList to easy UI list managing. - Fixed some formatting issues in string.FormatColored().

1.6.23: - Added string.FormatColored() extensions that duplicate base Format method, but with rich text coloring for float and int values.

1.6.22: - Negate Camera Follower exception if no camera is found.

1.6.21: - Made Sprite Camera Follower works in Editor mode as well.

1.6.20: - Added Sprite Camera Follower to face sprite to camera. Override it to change target camera.

1.6.19: - Allow screenshoter to work in editor time.

1.6.18: - Fixed compilation error from 1.6.17.

1.6.17: - Renamed SetActiveRecursively to SetActiveStateRecursively to avoid conflicts with Unity's own SetActiveRecursively.

1.6.16: - Added GameObject.SetActiveRecursively extension to set active states recursively. - Added GameObject.DoRecursively extension to invoke method foreach child.

1.6.15: - Prefab saver: Create a property field instead of path string.

1.6.14: - Added int.RoundTo(int) extension.

1.6.13: - Added float.RoundTo(int) extension to round ints to 5th, for example.

1.6.12: - Added Status Event Sender mono behaviour that send events when object is enabling/disabling. - Moved all "prefab" menus to the "Prefab" submenu.

1.6.11: - Renamed CapitalizeFirstLetter() to ToUpperFirst().

1.6.10: - Added CapitalizeFirstLetter() string extension.

1.6.9: - Changed some default options in ArrayOdds property.

1.6.8: - Added custom labeling system to the new ArrayOdds property drawer.

1.6.7: - Added new ArrayOdds property attribute similar to EnumArrayOdds but for the plain arrays.

1.6.6: - Fixed exceptions in TimeSpanExtensions.

1.6.5: - Made EditorTools.CreateDirectoryFromAssetPath public.

1.6.4: - Moved random colors getters from Color and Color32 extensions to Random.

1.6.3: - Made GameObject.SaveToPrefab extension public.

1.6.2: - Improved work with prefabs editor features.

1.6.1: - Moved path settings from the shared settings to project and machine specific prefs.

1.6.0: - Fixed an issue when applying prefab changes can take a loooooot of time. - Changed package name back to com.manefunction.utils to fix updates.

1.5.38: - Separate PrefabsTools from AssetsTolls. - Added Save to Prefab(s) context menu to save a bunch of prefabs at once. - Added Preferences page (Mane Settings). Contains a path for prefabs saving. - Changed package name to com.manefunction.tools

1.5.37: - Improved EnumArrayOdds Attribute to work with public sum.

1.5.36: - Added ClampMin and ClampMax extensions for IComparable values.

1.5.35: - Fixed issues in IReadOnlyDictionary.Convert.

1.5.34: - Moved Dictionary.Convert extension to IReadOnlyDictionary.Convert.

1.5.33: - Added Convert extension for Dictionary.

1.5.32: - Fixed exceptions from Apply Prefab... checkers. - Made some Editor Tools public.

1.5.31: - Renamed from Mane Utils to Mane Tools. - Added availability checkers for Apply Prefab... methods. - Refactored all the code.

1.5.30: - Added GameObject.IterateChildren extension to fast children iteration (recursive or not).

1.5.29: - Fixed NaN result if we Map() from range starting with zero to the range starting with zero either.

1.5.28: - Children Transform Freezer: Added ability to keep nav mesh obstacles on root object in place.

1.5.27: - Children Transform Freezer: Added ability to keep colliders on root object in place.

1.5.26: - Children Transform Freezer: Added ability to affect disabled children.

1.5.25: - Fixed an issue when pasting global doesn't mark object as changed.

1.5.24: - Added copy/paste menus for global Transform values (position and rotation only).

1.5.23: - Added Missing Reference Finder to search for missing references, lost components and deleted prefabs.

1.5.22: - Renamed TextMesh to ManeText for proper work of Add/GetComponent.

1.5.21: - Added Clamp01 for float, double and decimal types.

1.5.20: - Dramatically optimise prefab transform changes application. - Added menu entries for fast prefabs changes application.

1.5.19: - Improved History Cache: Allowed to create your own caches. - Added Force assets re-serialiser for only selected objects. - Added ability to apply transform changes to prefab for a bunch of objects at once.

1.5.18: - Fixed an issue in ChildrenTransformFreezer with nested children.

1.5.17: - Added ChildrenTransformFreezer to keep children w/o changes while parent is transforming. - Added Transform.RotateAround using Quaternion.

1.5.16: - Just a version up to fix an NPM package issues.

1.5.15: - Added IEnumerable.Any version, but with entries count. - Optimise Shuffle with elements decomposition.

1.5.14: - Added MonoBehaviour.TryKillCoroutine extension with ref clearing.

1.5.13: - Fixed an exception when ArrayElements got an empty object reference.

1.5.12: - Added EnumArrayOdds drawer to show odds from weights array.

1.5.11: - Added Random.Range01().

1.5.10: - Added Editor for the new Area component.

1.5.9: - Added Area component to define area and get random positions from it.

1.5.8: - Added Vector.Divide methods to apply a per-component division.

1.5.7: - Added TakeLast() LINQ extension.

1.5.6: - Added Random.Vector2/3 methods with from-to input.

1.5.5: - Fixed old Unity versions compatibility. - Added Clear methods for HistoryCaches.

1.5.4: - Added missed Mane namespace for HistoryCache classes.

1.5.3: - Added Vector3..., Vector2... and Float... HistoryCaches to store values changes and calculate normalizations.

1.5.2: - Added List.InitWith, used capacity as a count.

1.5.1: - Added feature to the Force Reserealize Assets from the menu. - Improved GO state switching (F4) to work from multiple objects.

1.5: - A lot of helper classes was moved from Mane.Extensions to Mane namespace. - Animator helpers was moved from Mane to Mane.StateMachine namespace. - All inspector attributes was moved from Mane.Extensions to Mane.Inspector namespace. - Added EnumArray property drawer to bind enum values to array elements in inspector.

1.4.3: - Moved Random from Mane.Extensions.Random to Mane.Random.

1.4.2: - Added Collection.IsNullOrEmpty checker. - Renamed Tools.GetEnumValues to Enum.GetValues.

1.4.1: - Added Animator Randomizer to randomize animation clips inside the Mecanim state machine. - Added Parameter Resetter to reset any Paremeter directly from the Mecanim state machine.

1.4.0: - Added new Text Mesh component with Outline and Shadow support. - Replaced ReadOnlyIf attribute with AvailableIf. It's more flexible, can work with methods and Property getters, and able to hide fields completely. - Suppress build time warning in Sphere Gizmo.

1.3.18: - Added EditorDebug class for Logs only for Editor.

1.3.17: - Added Random Vector2 and Vector3 getters.

1.3.16: - Added ReadOnlyIf attribute similar to the basic ReadOnly, but with the condition.

1.3.15: - Aligner: Added ability to init from a prefab.

1.3.14: - ArrayElements Attribute: Improved view for enums and fixed crash if there is no zero-valued enum item.

1.3.13: - Added ArrayElements Attribute to change "Element N" titles. - Tiny performance improvement for IsOdd / IsEven methods.

1.3.12: - Added Coroutine return to Delayed and DelayedFrames (to be able to cancel the exact operation).

1.3.11: - Added DelayedFrames MonoBehaviour extension to delay execution in frames.

1.3.10: - Added flag to Vector2Int.RandomBetween for inclusive range.

1.3.9: - Split BaseExtensions class to BaseClassesExtensions and Tools. - Added Delayed MonoBehaviour extension to delay actions.

1.3.8: - Added Aligner component to help you align item stacks with constant offset.

1.3.7: - Added workaround Extension GameObject.IsPrefab for the runtime.

1.3.6: - ScrollRect.SnapTo: Added offset for custom snapping + refactoring.

1.3.5: - Added SnapTo extension for the ScrollRect.

1.3.4: - ForEach collections extensions doesn't throw exceptions for null collections anymore.

1.3.3: - Added Random.FlipCoin() and Random.ThrowDice(d) methods for fast events randomization.

1.3.2: - Added RandomBetween extension for Vector2 and Vector2Int.

1.3.1: - Added SelfConcat collections extension that allows to concatenate collection w/ itself multiple times.

1.3.0: - Added ToVectorN float extensions to ease vectors init with the same components.

1.2.8: - Added Postfix attribute (Property Drawer).

1.2.7: - Added npm packages.

1.2.6: - Renamed breakable ForEach() collection extension to ForEachCancellable() to prevent unnecessary calls instead of plain ForEach() when action is an expression with single assignment (what actually returns true for successful operation). - Also reversed it to false! - CHANGELOG.md now contains full changelog, not only the last version.

1.2.5: - Vector2/3.Average() doesn't return NaN vectors anymore.

1.2.4: - Added option to IEnumerable.GetRandom() to allows getting extended lists with duplicates.

1.2.3: - Some improvements in Property Drawers.

1.2.2: - Added DropdownList attribute (Property Drawer). You can use with string or int values.

1.2.1: - Added fully-functional Layer attribute (Property Drawer).

1.2.0: - Added Average() extension for the Vectors collections. - Removed all C# 7.0+ expressions to make the code compatible with earlier version (full 7.0 translation will be applied later with Unity 2018 support drop)

1.1.1: - Added Sphere Gizmo to help you position objects without graphics.

1.1.0: - Added ReadOnly attribute (Property Drawer) for inspector properties.

1.0.17: - Close polygon automatically in Vector3.IsInPolygon() extension without input points duplicating.

1.0.16: - Added Vector3.ClosestPointOnLine() extension.

1.0.15: - Added Vector3.IsInPolygon() extension to check is point inside convex polygon or not.

1.0.14: - Added float.Map() extension to remap value from one range to another.

1.0.13: - Added Gizmos class with Plane gizmo.

1.0.12: - Added Vector2.AddZ() extension, returning new Vector3.

1.0.11: - Added string Extension to Reverse() text.

1.0.10: - Added simplified ForeEach() extension loop for IEnumerable (w/o break).

1.0.9: - Fixed rotation issue within Transform.Reset() extension.

1.0.8: - Added Clear() method for arrays, that fills array with default values.

1.0.7: - Added Duplicate() method for GameObject itself, not only the Component.

1.0.6: - Added separate Translate() methods for Vector extensions.

1.0.5: - Added Duplicate() method for Unity Components (similar to Cmd+D but for scripts).

1.0.4: - Added RandomOrDefault() method for IEnumerable.

1.0.3: - Added GetRandom() and GetIndexOf() extensions for collection types. GetRandom() also includes variation for getting random sub-arrays without duplicates. - Added legacy support for Unity 2018.x and earlier (different branch in repo)

1.0.2: - You can count this as an INIT version. - Rearrange project depends on Unity guidelines.

1.0.1: - Basically the test version increase to check Package Manager things.

1.0.0: - Init repo + some stuff.