Skip to content

1.2.3

Compare
Choose a tag to compare
@marwie marwie released this 26 May 07:22

[1.2.3] - 2018-05-29

Changes

  • Added new bitmap shader with support for Custom Font Atlas texture. This shader also includes a new property "Padding" to provide control over the geometry padding to closely fit a modified / custom font atlas texture.
  • Fixed an issue with ForceMeshUpdate(bool ignoreActiveState) not being handled correctly.
  • Cleaned up memory allocations from repeated use of the Font Asset Creator.
  • Sprites are now scaled based on the current font instead of the primary font asset assigned to the text object.
  • It is now possible to recall the most recent settings used when creating a font asset in the Font Asset Creator.
  • Newly created font assets now contain the settings used when they were last created. This will make the process of updating / regenerating font assets much easier.
  • New context menu "Update Font Asset" was added to the Font Asset inspector which will open the Font Asset Creator with the most recently used settings for that font asset.
  • New Context Menu "Create Font Asset" was added to the Font inspector panel which will open the Font Asset Creator with this source font file already selected.
  • Fixed 3 compiler warnings that would appear when using .Net 4.x.
  • Modified the TMP Settings to place the Missing Glyph options in their own section.
  • Renamed a symbol used for internal debugging to avoid potential conflicts with other user project defines.
  • TMP Sprite Importer "Create Sprite Asset" and "Save Sprite Asset" options are disabled unless a Sprite Data Source, Import Format and Sprite Texture Atlas are provided.
  • Improved the performance of the Project Files GUID Remapping tool.
  • Users will now be prompted to import the TMP Essential Resources when using the Font Asset Creator if such resources have not already been imported.