Releases: orels1/UdonToolkit
Fixed Player Collisions with back compat
v0.4.4 (2020-10-07)
- Fixed Player collision in Area Trigger
- Added backwards compat for old code
VR Camera Hotfix
Bug Fixes
Only bug fixes this time, nothing to see here 👀
Fixed bugs:
Bugfixes and QoL extras
Mostly bugfixes and small improvements to Popup and OnValueChanged attributes.
Added new class-level attributes: OnBeforeEditor, OnAfterEditor and OnValuesChanged
Added new field-level attribute: Disabled
All attributes also have inline documentation for better IDE support now too 🎉
Implemented enhancements:
- Add a "Show Default Inspector" button for ez debugging #43
Fixed bugs:
- Adding
\[ListView\]
to existing arrays of different lengths breaks the editor #39 - Duplicate Section Header names case them to not appear #38
- Popup crashes when used on a regular array #42
Closed issues:
- Reorderable List causes replacement of values #36
- Add migration docs #33
- Document new requirements for UT #27
- Add [Disabled] and [DisabledIf] attributes for automatically controlled fields #41
- Add [OnBeforeEditor], [OnAfterEditor], [OnValuesChanged] attributes with SerializedObject #40
- Add explanation of the Attribute stack to the docs #37
- Add inline documentation for Attributes #35
Merged pull requests:
Udon Sharp v0.18 Support Update
This Update DEPRECATES the Controllers, learn more here
v0.4.0 brings in full support for Udon Sharp custom editors, and allows UdonToolkit to be the main editor for Udon Behaviours
Upgrade process is doumented in the migration guide linked above, but here's the summary:
- Grab the latest U# release here and import that first!
- Create a new empty scene and open it
- Click File -> Save Project
- Download the latest UdonToolkit release here
- Remove the UdonToolkit folder completely while you are in that test scene
- Import the new UdonToolkit and wait for everything to compile
- Open
Edit
->Project Settings
->UdonSharp
and in theDefault Behaviour Editor
selectUdonToolkit Editor
- Open your scene again and everything should work as expected
Don't hesitate to reach out if you encounter any issues upgrading!
This was a pretty big update for me code-wise, and I hope you'll like it :)
Commits
- added missing #if UNITY_EDITOR (99b3657)
- Updated readme to require U# v0.18+ (7022bae)
- Update the CameraLens.cs to get the VRC_Pickup properly (397041b)
- Added support for getting UdonEvents from UdonBehaviours and not just U# Behaviours (333151b)
- Brought back UTController.cs for back-compatibility reasons and marked as Obsolete (6062015)
- Moved UniversalAction.cs to the proper U#-safe Popup (ab45977)
- Improved lerping behaviour on the FogAdjustment.cs (882873c)
- Brought back legacy controllers and marked them obsolete (4f9e069)
- Brought back legacy editor (bc908d5)
- Updated the code to get proper behaviour in runtime (f337c2d)
- Added obsolete markers to old attributes (8761852)
- Remade AreaTrigger program asset (1408137)
- Removed Controllers (d1fc468)
- Added Popup attribute alternatives that do not use Enums (8265371)
- More controller code transferred to UB (d5eb6e4)
- Merged another batch of controllers into behaviour code (5ac260c)
- Updated the editor to support U# 0.18 global editor config (d1dbaa4)
- Removed ControllerGenerator.cs (4f142a5)
- Moved UniversalAction controller code to the Behaviour itself (2241189)
- added the rest of attributes to the build-safe list (1a5a59c)
- basic support for U# 0.18 (e887ad9)
- Updated demo scene (101b653)
- Added support for Edit Mode buttons (b0fe0f6)
- Added back syncing of values from Udon to Controllers (da04bee)
Release notes by Stamp.
OnValueChanged for Arrays, Shader Feeder
This release focuses on bringing a better OnValueChanged
experience to Array and ListView types, now you can supply OnValueChange with callbacks of different signature to recieve the full array instead of just the modified property, check the docs for examples.
I also added ShaderFeeder
that allows you to pass some values to a Shader via Material Property block, check out the demo scene and the docs to get a better understand of how that works. I also included a couple of shaders to go along with this in the Demo Assets folder.
This also upgraded the Popup attribute with support for Shader Properties lookup, which you might find useful for your own stuff.
- Updated outdated program asset (8c09732)
- Added support for OnValueChanged on Array types and ListView blocks (1fb8384)
- Added Shader Feeder behaviour (dc320fb)
- Added Platform Trigger behaviour (9fff45e)
- Add support for Collider actions to Universal Action (bdab9b8)
- Improved Area Trigger behaviour when using multiple colliders on the same object (b48e4bf)
Release notes by Stamp.
Cleaned up PostProcessing errors
This release removes the last of PP related errors, now the default prefab for UT Camera System comes without the PostProcessing set up correctly, you must use the Window
-> Camera System
-> Camera System Setup
tool to make it work now. Sadly, I couldn't find a better way.
The package is also a bit smaller now, as I removed some leftovers
- Updated the Readme to mention PostProcessing for the Camera (b00ff44)
- Removed PP from the Camera System prefab to avoid errors (e87f05e)
- Cleaned up demo scenes (877eb89)
Release notes by Stamp.
HideIf is now supported on Array types
Removed PostProcessing from requirements
Camera System release
The camera system has been releazed! Check out the trailer!
- c3d62b9 - Removed leftover logs
- ac6a133 - Finalized the UdonToolkit camera system
- Updated the default camera watermark
- Finalized the CameraLensController
- Improved the overlay shader to support custom watermarks
- Updated the stand prefabs to be ready out of the box
- Added automated setup system for the camera
- 5e1fabc - UdonToolkit Camera System (RC)
- Added a Depth of Field camera system world prefab. Demo scene included
- d7119d0 - updated demo scene
- 70286ed - added playspace tracking to the Universal Tracker
- 212b6f1 - added sdk3 components ref to the controller generator