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