ZoeAppClass/Library/PackageCache/com.unity.scriptablebuildpi.../CHANGELOG.md

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Changelog

All notable changes to this package will be documented in this file.

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

[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