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## [1.2.2] - 2018-03-28 ### Changes - Calling SetAllDirty() on a TMP text component will now force a regeneration of the text object including re-parsing of the text. - Fixed potential Null Reference Exception that could occur when assigning a new fallback font asset. - Removed public from test classes. - Fixed an issue where using nested links (which doesn't make sense conceptually) would result in an error. Should accidental use of nested links occurs, the last / most nested ends up being used. - Fixed a potential text alignment issue where an hyphen at the end of a line followed by a new line containing a single word too long to fit the text container would result in miss alignment of the hyphen. - Updated package license. - Non-Breaking Space character (0xA0) will now be excluded from word spacing adjustments when using Justified or Flush text alignment. - Improved handling of Underline, Strikethrough and Mark tag with regards to vertex color and Color tag alpha. - Improved TMP_FontAsset.HasCharacter(char character, bool searchFallbacks) to include a recursive search of fallbacks as well as TMP Settings fallback list and default font asset. - The <gradient> tag will now also apply to sprites provided the sprite tint attribute is set to a value of 1. Ex. <sprite="Sprite Asset" index=0 tint=1>. - Updated Font Asset Creator Plugin to allow for cancellation of the font asset generation process. - Added callback to support the Scriptable Render Pipeline (SRP) with the normal TextMeshPro component. - Improved handling of some non-breaking space characters which should not be ignored at the end of a line. - Sprite Asset fallbacks will now be searched when using the <sprite> tag and referencing a sprite by Unicode or by Name. - Updated EmojiOne samples from https://www.emojione.com/ and added attribution. - Removed the 32bit versions of the TMP Plugins used by the Font Asset Creator since the Unity Editor is now only available as 64bit. - The isTextTruncated property is now serialized. - Added new event handler to the TMP_TextEventHandler.cs script included in Example 12a to allow tracking of interactions with Sprites.
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image: node:6.10.0 | ||
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stages: | ||
- push_to_packman_staging | ||
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push_to_packman_staging: | ||
stage: push_to_packman_staging | ||
only: | ||
- tags | ||
script: | ||
- curl -u $USER_NAME:$API_KEY https://staging-packages.unity.com/auth > .npmrc | ||
- npm publish |
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**Unity Companion Package License v1.0 ("_License_")** | ||
TextMesh Pro copyright © 2014-2018 Unity Technologies ApS | ||
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Copyright © 2017 Unity Technologies ApS ("**_Unity_**") | ||
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). | ||
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Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: | ||
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1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. | ||
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1. *Ownership & Grant Back to You*. | ||
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3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. | ||
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