- Sub assets are now saved automatically.
- Added context menus to assets and folders in the Procedural Asset Manager and Asset Linker.
- Refactored assembly structure.
- Reworked settings files to use procedural codecs generated by Super Serial instead of
ScriptableObject
s. Initialisation code is now much simpler and more reliable. Settings files are saved in the root directory of the project (next to the Assets folder) with the ".ss" file extension.
- Changed the project window overlay for procedural assets to use an icon instead of text and improved the tooltips.
- Greatly improved Layer Linker window GUI.
- Generating procedural assets no longer requires the scene to be saved. Weaver now cleans up spilled assets itself.
- Added
ScriptGenerator.AliasAttribute
to change the name procedural scripts to use in their "generated by ..." comment.
- Added
UnityConsole
class with HasCompileError
method for checking if there are any compile errors. Used by the Asset Linker and Layer Linker.
- Added
ScriptGenerator.SaveMessage
so you can add additional details to the log message when a procedural script is generated.
- Removed shared asset caching system as it was actually hindering performance rather than improving it.
- Fixed a bug in
[PreBuild]
attribute which sometimes caused it to trigger methods when pressing play in the editor rather than only when building.
- Renamed
AppDetails
to BuildDetails
and removed its AppName
and CompanyName
fields (since they are now available at runtime in the Application
class).
- The Procedural Asset Manager now fits into its window properly when docked. Tip: when creating the GUI for an
EditorWindow
, use it's position
property to get its dimensions rather than Screen.width
and Screen.height
because the latter values are slightly off when the window gets docked.
- Removing a layer no longer causes an exception when the
Layers
script is regenerated.
- Fixed a naming error in the Asset Linker relating to assets in the root Assets folder.