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Releases: brunomikoski/ScriptableObjectCollection

New CollectionItemPicker and bug fix

12 Dec 20:52

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What's Changed

Full Changelog: v1.9.5...v1.9.6

General tweaks and fixes

29 Oct 15:38

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Changed

  • Fixed Compiler Warning
  • Fixed another nullreference on GetCollectionItemHeight
  • Fixed NullReference on CheckForKeyboardShortcuts()
  • Fixed reserved names C# names using IgnoreCase for comparison, now you can use reserved name as UpperCase
  • Now static generated classes will use the cached naming prefix, to avoid issues with reserved C# variables names
  • Fixed remaining Warning.

Bug Fixes

28 Oct 16:08
f136ff2

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Changed

  • Fixed namespace settings not being stored properly after changing once on the Wizard
  • Fixed NullReference on GetItemHeight()

What's Changed

Full Changelog: v1.9.3...v1.9.4

Fix namespace issues

26 Oct 07:56

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Add

  • Automatically define namespace for static collection generated file based on CollectionItem

Changed

  • Fixed static static file generation to use Type.FullName instead of Type.Name

Full Changelog: v1.9.2...v1.9.3

Unity 2021 Support Fixes

24 Oct 20:27
0f98396

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What's Changed

Full Changelog: v1.9.1...v1.9.2

Mobile Hotfix

19 Jul 12:02
64ac734

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What's Changed

Full Changelog: v1.9.0...v1.9.1

New Collection References

11 Jul 19:58
6a33498

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What's Changed

New Contributors

Full Changelog: v1.8.3...v1.9.0

Unity 2021 Support

11 May 17:56
8495848

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Changed

  • Fixed [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] issue with unity 2021 and generics.

Bug Fixes and Method Validation

09 May 19:35
2a4d0a9

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Changed

  • Fix issue where entering in playmode with a missing collection reference in the CollectionRegistry would throw a nullref and not reload collections
  • Added new condition to consider an item as a "Bad Item" and for it to be cleared. This fixed an edge case where a collection can have a non existing item but it is not being cleared out from the collection
  • Added validation method as an CollectionItemEditorOptions option, you can now define a method to validate what CollectionItem can appear, like this:
[SerializeField, CollectionItemEditorOptions(ValidateMethod = nameof(IsValidConsumable))]
private Consumable onlyUnlockedHardCurrency;

public bool IsValidConsumable(Consumable consumable)
{
    if (consumable is HardCurrency hardCurrency)
        return hardCurrency.IsUnlocked;
    return true;
}

New Collection Wizard

15 Oct 18:34

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Added

  • Renamed uses of Wizzard to Wizard
  • Wizard foldouts now work
  • The collection name is now based on the item name by default. You can still override it.
  • The script folder now mirrors the Scriptable Object folder by default
  • The namespace is now inferred from the script folder by default, with options for how it should be formatted. Can still manually override.
  • Improved wizard readability by tweaking the layout, adding a help text, adding a scrollbar and defining a reasonable minimum size
  • Settings that are serialized using Editor Prefs now use the new EditorPreference utility class

Changed

  • Renamed uses of Wizzard to Wizard
  • Wizard now focuses on Item Name by default so you can type immediately
  • Reformatted wizard to look more like a Unity built-in feature
  • Parent folders are no longer created by default in preference to mirroring the ScriptableObject hierarchy

Deprecated

  • ScriptableObjectCollectionUtils is no longer responsible for appending any parent directories. If you were using any of those methods, please use the recommended method instead.
  • ScriptableObjectCollectionSettings.SetDefaultNamespace has been renamed. Please use SetNamespacePrefix instead.

Thanks for this awesome collaboration RoyTheunissen