244 lines
16 KiB
Plaintext
244 lines
16 KiB
Plaintext
3.5.14
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- Resolved issue on some versions of Unity where the Editor would throw a harmless MissingReferenceException after removing an Easy Save 3 Manager.
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3.5.13
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- Resolved issue where adding a manager to scene or enabling Auto Save would throw a NullReferenceException.
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3.5.12
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- References in DontDestroyOnLoad are now added to the first available reference manager rather than requiring it's own manager.
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3.5.11
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- GameObjects and Components are now added to their scene's reference manager when using additive scenes.
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- Resolved issue where enums were incorrectly generated in ES3Types due to the type list not being initialized intermittently.
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- Resolved harmless bug where an ArgumentException is thrown when trying to add scene which has already been added to scene manager.
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3.5.10
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- Resolved issue where loading a value with a dervied type using caching would cause it to be loaded as it's parent type.
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3.5.9
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- Added support for Unity 6.
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3.5.8
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- Separated Add References to Mgr into Add References to Mgr and Add Dependencies to Mgr.
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- Resolved issue where references were added to manager when Auto Add References was disabled as Component was created in scene.
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- Resolved issue in some cases where Optimize would not remove cached references to deleted objects.
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- Resolved issue where creating an ES3Type for an object which has generic collection field with an element of the same type as itself would cause a stack overflow in certain edge cases.
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3.5.7
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- Removed legacy dependency-gathering code which requires the UnityEngine.UI library.
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- Resolved issues where ES3UserTypes aren't added to the reference manager on occasion.
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- Reference managers are now no longer merged when using additive scenes.
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- Worked around bug at Unity's end causing the Auto Save window to throw errors on Unity 2021.
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- Resolved issue where ES3Prefab would throw an ArgumentException for writing the same item in the localToGlobal Dictionary.
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- Resolved issue where saving primitives using PlayMaker actions with caching would cause a format error.
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- Worked around issue with PlayMaker where assigning NULL to a GameObject invalidates the type of the FsmVariable.
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- Made a change to ES3Cloud so that an error is manually sent when misconfigured servers reject POST parameters but continue to execute the PHP script.
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- Resolved issue where priority of built-in types conflicted with user-generated types.
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3.5.6
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- ES3GameObject Component is now automatically moved to end of Components List to ensure that it's loaded after the Components it references.
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- Resolved merge issue where cached data was being stored with it's generic type rather than actual type.
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- Resolved issue where private members of inherited types wouldn't be saved in specific circumstances.
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3.5.5
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- References are now gathered when saving a scene and when changes are made in a scene, not when entering playmode.
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- Added option to refresh reference managers in all scenes (Tools > Easy Save 3 > Refresh References for All Scenes).
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- Added option to exclude references from being added to the manager (right-click > Easy Save 3 > Exclude Reference(s) from Manager).
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- Added GetColumnLength and GetRowLength methods to ES3Spreadsheet.
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- Resolved issue where enums would cause a FormatException when they were fields of a class with an ES3Type.
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- Worked around Unity bug where initialisation events are sometimes not called when importing Easy Save.
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- Worked around Unity bug where GetDirectoryName fails to work with a path to a file.
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- Auto Saves are now processed in order of their position in the hierarchy.
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- Resolved issue where members would be serialized twice when it was marked as ES3Serializable in both concrete and base classes.
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- Worked around Unity bug where Unity would throw an error when trying to set a scripting define symbol for Stadia.
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- Accounted for change in 2022.3 LTS where Unity have fixed a typo in their Editor API ("ToolbarSeachTextField")
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3.5.4
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- You can now enable Assembly Definition Files for Easy Save by going to Tools > Easy Save 3 > Enable Assembly Definition Files.
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- Accounted for edge case where ES3File would be merged rather than overwritten, preventing keys from being deleted from the stored file.
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- Resolved issue where reference collection can cause an InvalidOperationException (Collection was modified).
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- Worked around bug with Unity Runner Template which prevented Easy Save types from loading.
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- overrideSprite is no longer saved when saving UI.Image as Unity now returns the Sprite rather than null when this is unassigned.
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- Resolved issue where Auto Save's events sometimes did not update when changing the active scene in the Editor.
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- Resolved issue where saving a non-prefab instance GameObject with multiple Components would only save one of those Components.
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3.5.3
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- Attempting to save a Material with a RenderTexture will now throw a warning indicating that the RenderTexture won't be saved.
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- Added filtering by tag in the Auto Save window by prefixing 'tag:' to the search query.
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3.5.2
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- Resolved issue where RectTransform was loaded incorrectly as parent is deserialized before anchoredPosition.
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- Removed warning regarding Transform parents being set using the accessor rather than the SetParent method.
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- ES3.CopyFile now automatically creates the target directory if it doesn't exist.
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- Added an option to encrypt/compress raw cached data if the setting is defined for the cached file (postprocessRawCachedData).
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- 'Add References to Manager' now permanently adds prefabs to the manager if 'Auto Add Prefabs to Manager' is enabled.
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- Assembly names are now in alphabetical order so changes in order aren't registered as a change in version control.
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- Using 'Add References to Manager' on a folder now adds all supported assets in that folder to the reference manager.
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3.5.1
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- Reverted changes to LoadRaw methods when using Cache as it caused regression issues.
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3.5.0
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- Added support for NativeArray.
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- Managed case where ES3.EncryptBytes/DecryptBytes encountered an encoding issue.
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- Worked around Unity bug where invalid assembly list would cause issues when exceptions are disabled.
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- Worked around bug at Unity's end where unloaded scenes are returned by their methods.
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- Resolved issue where scripting define symbols were overwritten on older versions of Unity.
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- Worked around bug where inertia tensor value is rejected even when set as it's default upon loading.
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- Most Material properties can now be saved, including custom properties.
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- When saving a parent GameObject, children automatically have their parent set to the parent GameObject rather than loading this value by reference.
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- Support added for Tuples.
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- Added overload for AppendRaw which accepts a string and a filename.
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- Worked around Unity bug where EventType.Layout isn't called when moving tabs for first time, causing Types pane recent types to be uninitialised.
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- Worked around Unity bug which infrequently prevented Auto Save changes from persisting.
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- Added ES3.Compress and ES3.Decompress methods.
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- Performing 'Add Reference(s) to Manager' for a Texture2D will also add it's Sprite if one is present.
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- Classes without parameterless constructors can now be serialised (note that their constructor will not be called).
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- Resolved issue where an unloaded scene warning was thrown when scene is open but manually marked as unloaded in the Editor.
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3.4.2
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- Resolved issue where Unity Visual Scripting defines were not present on some versions of Unity.
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3.4.1
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- Added support for Particle System Bursts
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- Resolved issue where Auto Save would sometimes save all Components regardless of settings.
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- Resolved issue where Auto Save icon would not highlight when fields are selected.
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- Structs with private properties or fields can now be serialized.
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- Loading a blank string from a spreadsheet now returns a blank string rather than null.
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- The reference manager will only collect references up to 3 levels deep to improve performance.
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- System.Random support has been dropped due to Unity's implementation changing, making it non-serializable.
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- ES3Ref is no longer stored twice for ScriptableObjects.
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- Added support for Numerics.BigInteger.
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- Internal fields of the ES3AutoSave Component are no longer displayed in the Editor.
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- If a reference ID for a Component exists, it now ignores the GameObject ID so that a new GO instance is not created.
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- Added a Get Streaming Assets Path action for Playmaker.
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- Added non-generic versions of the ES3Spreadsheet methods to work around issue with Bolt.
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- Worked around issue with Bolt where it would crash if you have two methods with the same parameters but one is generic.
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- Resolved issue where Components marked as destroyed but not yet destroyed would cause unexpected behaviour.
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- Auto Save will now work for additive scenes.
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- Resolved issue where reference manager wasn't automatically updated when scene was open additively prior to runtime.
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- Support added for Unity Visual Scripting.
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3.4.0
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- Caching now works seamlessly between Cloud and Auto Save.
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- Added Save Multiple and Load Multiple actions to enable saving multiple specific variables at once.
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- Added extra overloads to the ES3.LoadString method.
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- Guids are now natively supported.
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- Transform now stores the sibling index.
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- Getting a timestamp for a file in cache which doesn't exist now returns a zero timestamp.
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- Resolved issues where enums would sometiimes not serialize correctly when creating an ES3Type script for a class.
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- Resolved issue where DownloadTimestamp PlayMaker action would download the wrong data.
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- Resolved issue where reflection does not recognise a collection of a nested type as a nested type.
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- Resolved issue where ES3Cloud was merged with the debug branch.
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- Resolved issue where Sprites with atlased Textures would save an incorrect Rect.
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- Resolved issue where ES3Spreadsheet was serializing primitives as objects when using PlayMaker actions.
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3.3.2f7
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- Type data is now stored when using ES3.Serialize<object>.
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- Worked around issue where Unity would return an incorrect number of assemblies.
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3.3.2f6
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- ES3Spreadsheet now correctly serializes object types into a CSV file.
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- Resolved issue where an object[] containing primitive types could not be loaded in some situations.
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- Worked around issue where PlayMaker wouldn't initialize variable before it's value was reset.
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- Created a workaround for some situations where Unity creates new instances of ScriptableObjects in Assets at runtime.
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- Resolved issue where Base-64 encoding option would not work with newline option in PlayMaker SaveRaw action.
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3.3.2f5
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- Resolved issue where scripts were not overwritten by Asset Store importer, causing Easy Save to be unstable.
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3.3.2f4
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- Resolved issue where Save action for PlayMaker could return NullReferenceException due to using the wrong ES3.Save override.
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- Worked around IL2CPP bug where reflection would not find particular ES3Types on iOS
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- Resolved issue where trying to store an empty/unassigned PlayMaker object would throw a NulReferenceException.
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- Keys of a type which no longer exists in the project are now automatically removed
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- Abstract types used in an ES3Type will now work as intended
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3.3.2f3
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- Added GameObject variables to Auto Save
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- Resolved issue where Sprites would be loaded with the incorrect pivot.
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- Resolved issue where Stacks were loaded in reverse.
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- Added a 'quality' field to the ES3.SaveImage method to allow the quality to be specified when saving JPEGs.
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3.3.2f2
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- Added method which allows raw bytes to be uploaded via ES3Cloud.
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- Worked around issue where File IO was called on platforms which don't support it
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- Accounted for situations where Component should evaluate to null but doesn't
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- Updated PlayMaker actions to work around issue where global variables sometimes go missing
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- Objects with the NotEditable hideFlags can now be stored by reference
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- Worked around Unity bug where it fails to deserialize data when Prefab mode is open
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- Resolved issue where global 'Save GameObject Children' settings can take precedence over Auto Save settings
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- 'Enable Easy Save for Prefab' context menu item now works when multiple objects are selected.
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3.3.2f1
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- Resolved issue where Components on prefabs would sometimes not be added to the reference manager.
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- Resolved issue where reference ID was read unnecesserily, causing format exception.
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- Resolved issue where child prefabs would not be recognised by manager.
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3.3.1p12
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- Resolved case where certain references would not be added to manager.
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3.3.1f11
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- Fixed issue where using ES3.CacheFile with an encrypted file could fail.
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- Fixed issue where Directory.GetFiles cannot process a full path on certain configurations.
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- Accounted for case where HideFlags are changed during build process.
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- Added a timeout parameter to the ES3Cloud constructor.
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- ES3.Serialize and ES3.Deserialize now work with encryption and compression
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3.3.1f10
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- Full support for projects which use multiple scenes at once.
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- Added ES3.Encrypt and ES3.Decrypt methods.
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- Supported saving the active state and FsmVariables of PlayMaker FSMs.
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- Added edge case for SkinnedMeshRenderers which use LODs to ensure that all meshes and Materials are added to the reference manager.
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- Ensured that Auto Update References setting is ackowledged when first adding manager to scene.
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- Moved menu items into Tools/Easy Save 3 menu.
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- Using LoadInto will now assign the loaded reference ID to the object you're loading into.
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3.3.1f9
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- It's not possible to add an ES3ReferenceMgr to your scene directly, ensuring that initialisation code is performed.
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- Compressed files can now be cached.
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- Ability to only add prefabs directly referenced by your scene to the manager.
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3.3.1f8
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- Caching is now enabled by default for Auto Save, significantly improving performance.
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- Added ES3.LoadString method so you do not need to provide all parameters to use the defaultValue overload.
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- Resolved case where SaveAll would not correctly save some types of array.
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- Resolved case where global references would not be acknowledged.
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3.3.1f7
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- Serialization depth limit has been raised to account for projects with deep hierearchies
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- Fixed issue where Easy Save 3 Manager could not be found for scenes which had not been saved.
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- Resolved issue where Add Reference(s) to Manager would not dirty scene when Auto Update References was disabled.
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- Improved Editor performance by accounting for situations where post-processing events would be called multiple times.
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3.3.1f6
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- Internal fields of the UnityEngine.Object class are hidden in the Types pane as they are not serialisable.
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- Accounted for edge case where unassigned script is returned by GameObject.GetComponents().
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- ES3Settings constructor now accepts any settings enum (e.g. ES3.Location).
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- No longer throws warning when multiple scenes are open.
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3.3.1f5
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- Updated PlayMaker actions.
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- Provided workaround for issue where IL2CPP stripper removes methods which are marked to not be stripped.
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- Performance updates.
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3.3.1f4
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- Improved performance when gathering references for reference manager.
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3.3.1f3
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- Added Cache as a storage location, providing a much simpler way of caching data.
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- References can now be added by right-clicking the object and going to Easy Save 3 > Add Reference to Manager.
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- Floats and doubles are now stored with full precision.
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- Assorted bug fixes.
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3.3.1f2
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- Added compression, reducing file size by 85% on average when enabled
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- JSON is now pretty printed (formatted) by default
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- Added attributes to control serialisation
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- Private fields in inherited classes are now stored
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- Added search capabilities to the Auto Save window
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- The way in which GameObjects is saved is now more flexible
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- The reference manager is now updated whenever playmode is entered
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- Null values in the global manager are now automatically removed
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- Fixed issue where default settings were not applied properly
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- Fixed issue where ES3Types would be stored in Easy Save root rather than in Assets/Easy Save 3/ |