Releases: needle-mirror/com.unity.textmeshpro
Releases · needle-mirror/com.unity.textmeshpro
2.1.4
1.5.4
[1.5.4] - 2021-02-19
[2.1.4]
[3.0.4]
Changes
- Improved sprite tag anim functionality to take into consideration the sprite character and glyph scale. Case #1309707
- Improved Ellipsis character insertion handling to prevent potential issues when the Ellipsis glyph ascender and descender exceed those of the primary font asset. See forum post for details.
- Fixed text object margin handles in Scene view not behaving correctly as a result of lossy scale or object rotation. Case #1295523
- The <mark> tag padding attribute can now be defined using font units (em).
- Fixed text parsing issue related to recent memory overhead optimizations. Case #1295755
- Updated TMP Essential Resources and TMP Examples & Extras.
- Updated TMP Sprite shader to add support for Single Pass Stereo rendering.
- Fixed potential iOS build failure. Case #1298753
- Fixed a few missing Profiler.EndSample() in the TMP_FontAsset.cs file. See forum post for details.
- Fixed SetText() with formatting issue where large numbers would show a leading zero. See forum post for details.
- Updated profiling code to use the new and more efficient ProfilerMarker.
- Fixed incorrect text bounds. See forum post for details.
- Fixed OutOfRangeException error that could occur in the TMP Input Field when selecting all and inserting characters using IME. Case #1301059
- Fixed incorrect handling of Surrogate Pairs in the TMP Input Field. Case #1299798
- Fixed Font Asset Creator incorrectly leaving the Readable state of font asset atlas textures to readable where it should be set to non readable for static font assets. Case #1305520
- Added Multi Select functionality to the "Create - TextMesh Pro - Font Asset" context menu option. Case #1303074
- Revised internal handling of the various text input methods to ensure the text property is always reflective of the text content in the Inspector Text Input Box in the Editor and via the text property getter even when using a combination of the various SetText methods or the text property setter. Case #1294998
Please note that using the text property getter when the text was updated via one of the SetText methods will results a string allocation. - Fixed incorrect line spacing caused by preceding <size=x.x> tag. See forum post for details.
- Revised how the Bold Spacing which is defined per font asset will affect spacing between bold characters to ensure more uniform spacing. This change may require users to manually adjust the bold spacing value of their font assets to maintain similar spacing / layout results.
- Fixed linked text components not updating correctly when setting the text to null or empty. Case #1305832
- The vertexBufferAutoSizeReduction property will now be set to false by default. This property is used to determine if the internal data structures used in the parsing of the text should be resized when the text content shrinks by more than 256 characters which results in CG. Case #1305311
- Fixed animated sprites not behaving correctly when using text overflow mode Ellipsis and Truncate. Case #1303672
- Fixed TMP Resource Importer window stealing focus when Inspector Layout Property window is open when TMP Essential Resources have not been imported into the project. Case #1300462
- Fixed minor UI cosmetic issue affecting text spacing properties alignment in the Quick Search window. Case #1299587
- Fixed minor UI cosmetic issue in the Font Asset inspector related to the positioning of the warning when changing Generation Settings.
- Fixed issue where the material properties of fallback font assets are not updated when changing the material properties of the primary font asset via code. Case #1271468
- Fixed an issue with Text Overflow Linked mode where text would not flow correctly from one component to the other when the last character present at the break point was a linefeed "\n" or vertical tab "\v". See forum post for details.
3.0.3
2.1.3
1.5.3
[1.5.3] - 2020-10-27
[2.1.3]
[3.0.3]
Changes
- Fixed potential null reference exception in the Input Field that can occur as a result of using a workflow that involves enabling and disabling Canvases. See forum post for details.
- Fixed potential Invalid AssetDatabase path warning that can be issued when assets are imported from outside the project. See forum post for details.
- Fixed <TextMeshProUGUI> objects not being created correctly in Prefab isolation mode when using the Create context menu. See forum post for details. Case #1266096
- Fixed an issue where nesting <uppercase> and <lowercase> tags didn't behaves as expected. See forum post for details.
- Fixed Input Field incorrect handling of validation with text selection. Case #1267777
- Fixed potential null reference exception that could occur in the Input Field when hiding the soft keyboard on iOS or Android. Case #1273631
- Fixed OnScroll event not getting passed to potential parent ScrollRect when the Input Field is in Single Line mode. Case #1270241
- Fixed Prefab override context menu to override or revert changes not being available for some text object properties. Case #1271420
- The sampling point size in the Font Asset Creator will now be limited to a maximum of 16,384 points for SDF over-sampled modes. This means a maximum point size of 2048 for SDF8, 1024 for SDF16 and 512 for SDF32. Case #1253370
- Fixed Margin widget in the scene view not working correctly when the text object is rotated on the z-axis. Case #1263001
- Fixed Input Field Scrollbar not behaving correctly when set to Bottom to Top direction. Case #1179982
- Fixed minor UI cosmetic issue in the StyleSheet inspector. Case #1258771
- Fixed minor UI cosmetic issue in Material inspector texture properties. Case #1163983
- Fixed potential IndexOutOfRangeException that could occur when duplicating text objects that have more than 8 sub text objects.
- Revised and improved Input Field with Scrollbar behavior with respect to text alignment. Case #1272647
- Improved Input Field Name validation including adding the ability to use Hyphens. Case #1277951
- Fixed state of MeshRenderer potentially not being mirrored on sub text objects. Case #1278329
- Fixed GetPreferredValues() function returning incorrect values when called consecutively. See forum post for details.
- Initial pass at revising some of the data structures used in the text parsing and layout process to reduce text object memory overhead.
- Fixed incorrect positioning of IME window when using a canvas in World Space when no camera is assigned to the canvas. Case #1043535
- Added new option to Font Asset Generation Settings to automatically clear dynamic data and atlas texture when creating a build.
- Fixed text object properties not being applied correctly when instantiating a text prefab prior to importing TMP Essential Resources. Case #1271192
- Fixed default text object properties potentially not being set correctly when instantiating a prefab. Case #1286412
- Fixed incorrect parsing and display of UTF32 characters. See forum post for details.
- Fixed potential material error when updating a font asset generation settings when the font asset is using a non SDF shader. Case #1286132
- Fixed minor UI cosmetic issue in the Sprite Asset Sprite Glyph Table inspector. Case #1285022
3.0.1
2.1.1
1.5.1
[1.5.1] - 2020-07-26
[2.1.1]
[3.0.1]
Changes
- Addressed compiler warning related to the new virtual event OnPreRenderText.
- Added one additional layer of missing character search where in the even the missing glyph character \u0000 or space character \u0020 is not available in any font asset or potential fallbacks, the End of Text (ETX) \u0003 will be used instead.
- Input Field Integer or Decimal validation will now take into account the current culture. See forum post for details.
- Added Editor only font asset post processor to handle font assets being modified outside of the Unity Editor.
- Fixed potential Array Out of Bounds error that could occur when using </style> without first using a valid <style>. Case #1263787 and See forum post for details.
- Fixed potential issue when using multiple <font> tag in the same text object where these referencing several font assets derived from the same font file. Since their Default Material all have the same name, this was causing an issue in the Material Reference Manager. See forum post for details. Case #1264596.