# Changelog All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [1.5.2] - 2019-07-29 - Fixed ToString() method of CompatibilityAssetBundleManifest to properly add new line characters and section header where multiple dependencies exist ## [1.5.1] - 2019-07-15 - remove preview tag ## [1.5.0-preview] - 2019-06-13 - Updated for API compatibility with Unity 2019.3 - Moved CacheServerClient package into SBP. It turns out this package was not as globally useful as we thought, and we are pulling it in to ease support and discoverability. ## [1.4.1-preview] - 2019-04-16 - Fixed "Path is empty" exception in build cache - Fixed an edge case where a valid cache entry could be returned for an invalid request - Added BuildCache.PruneCache API to trim the cache down to a limit, called in the background after a build - Moved BuildCache menu options and preferences to the "Edit/Prefferences..." window - Added SBP_PROFILER_ENABLE define to enable per task profiling output to console - Fixed an issue preventing PrefabPackedIdentifiers from being passed into ContentPipeline.BuildAssetBundles ## [1.3.5-preview] - 2019-02-28 - Minimum Unity version is now 2018.3 to address a build-time bug with progressive lightmapper. - Added missing version into CacheEntry calculation - Fixed build error causing AssetBundle.LoadAssetWithSubAssets to return partial results - Updated function implementations to be virtual for overriding - Added GetOutputFilePathForIdentifier function to generate the final file path for a given build identifier ## [1.2.2-preview] - 2018-12-19 - Fixed SpritePacker failing to pack SpriteAtlas objects into AssetBundles ## [1.2.1-preview] - 2018-12-14 - Fixed a null reference error in GenerateBundleCommands::GetSortIndex ## [1.2.0-preview] - 2018-11-29 - Renamed LegacyBuildPipeline & LegacyAssetBundleManifest to CompatibilityBuildPipeline & CompatibilityAssetBundleManifest. - Moved CompatibilityAssetBundleManifest & BundleDetails into a new runtime assembly: com.unity.scriptablebuildpipeline. - Changed CompatibilityAssetBundleManifest to inherit from ScriptableObject and updated it and BundleDetails to properly serialize using Unity's serialization systems. ## [1.1.1-preview] - 2018-10-20 - Reduced object duplication for scene asset bundles - Fixed object order for scene asset bundles not being deterministic - Fixed Shader Stripping values from Graphics Settings not applying to built data - Fixed various code warnings for Unity 2018.3 and newer version - Added forcing asset save on build ## [1.1.0-preview] - 2018-10-01 - Fixed an issue where a string hash was being used instead of a file hash causing data to not rebuild ## [1.0.1-preview] - 2018-08-24 - removed compile warning - Fixed an issue where we were not using the addressableNames field of the AssetBundleBuild struct ## [1.0.0-preview] - 2018-08-20 - Fixed an issue in ArchiveAndCompressBundles where previous output location was being used failing to copy cached bundles to the new location - Fixed an issue in BuildCache were built in plugin dlls did not have a hash version causing cache misses - Fixed invalid access errors when reading access controlled files for hashing. - Fixed an issue where you could not force rebuild asset bundles using LegacyBuildPipeline - Implemented IEquatable on public structs - Breaking API Change: LegacyBuildPipeline.BuildAssetBundles now returns LegacyAssetBundleManifest - LegacyAssetBundleManifest's API is identical to AssetBundleManifest ## [0.2.0-preview] - 2018-07-23 - Removed ProjectInCleanState & ValidateBundleAssignments tasks and integrated them directly indo the data validation or running methods - Added build task to append hash to asset bundle files - Large rework of how IBuildTasks are implemented. Now using dependency injection to handle passing data. - Added reusable BuildUsageCache for usage tag calculation performance improvements - - Unity minimum version now 2018.2.0b9 - Improved asset bundle hash version calculation to be unity version agnostic ## [0.1.0-preview] - 2018-06-06 - Added support for Cache Server integration of the Build Cache - Refactored Build Cache internals for even more performance gains ## [0.0.15-preview] - 2018-05-21 - Hardened build cache against failures due to invalid data ## [0.0.14-preview] - 2018-05-03 - temporarily removed progress bar as it causes a recompile on mac. Will attempt to re-add selectively later. ## [0.0.13-preview] - 2018-05-03 - fixed hash serialization bug. ## [0.0.12-preview] - 2018-05-02 - Added build task for generating extra data for sprite loading edge case ## [0.0.11-preview] - 2018-05-01 - Updated BuildAssetBundles API to also take custom context objects - Added support for extracting Built-In Shaders to a common bundle ## [0.0.10-preview] - 2018-04-26 - Added BuildAssetBundles API that takes a custom task list - Added null checks for BuildSettings.typeDB & AssetBundleBuild.addressableNames ## [0.0.9-preview] - 2018-04-04 - Added documentation for IWriteOperation implementations - Added documentation for ReturnCodes, LegacyBuildPipeline, and ContentPipeline - Ran Unity code analysis & cleaned up warnings (boxing, performance issues, name consistency) - Breaking api change: Changed build tasks' public static run method to private. - Added null checks and ArgumentNullExceptions ## [0.0.8-preview] - 2018-03-27 - Test rename & meta file cleanup - Added documentation for shared classes / structs - Updated inconsistent interface / class names - Added missing parameter to IBuildParameters - Ran spell check - Moved IWriteOperation to Interfaces - Update IWriteOperation properties to PascalCase - Added IWriteOperation documentation ## [0.0.6-preview] - 2018-03-20 - doc updates ## [0.0.5-preview] - 2018-02-08 - Initial submission for package distribution