Releases: needle-mirror/com.unity.textmeshpro
Releases · needle-mirror/com.unity.textmeshpro
1.6.0-preview.1
[1.6.0-preview.1] - 2021-08-06
[2.2.0-preview.1]
[3.2.0-pre.1]
Changes
- Added support for manually defining Diacritical Mark-to-Base and Mark-to-Mark glyph positional adjustments in font assets.
- Updated the font asset editor to include new Mark-to-Base and Mark-to-Mark adjustment tables along with new Preview window to make it easier to edit adjustment records.
- Added OnMissingCharacter event delegate called when the requested Unicode character is missing from the font asset.
- Fixed Argument Null Exception when attempting to create a font asset via the Create Context menu prior to importing the TMP Essential Resources. Case #1290444
- Changes to Sorting Layer ID and Sorting Order of <TextMeshPro> will now be reflected on any potential sub text objects.
- Replaced Word Wrapping in the text component inspector by Text Wrapping Mode to introduce new text wrapping options that control whether whitespaces are preserved or ignored at the end of a line.
- Input Field OnSubmit event will no longer be invoked on focus change or edit cancellation. OnEndEdit will continue to be invoked on submit, focus change or cancellation of edit.
- Added support for <SHY> tag which is replaced internally by a soft hyphen or \u00AD.
- Fixed potential text parsing issue when using markup tags without using quotes to encapsulate their values or attribute values. Case #1316658.
- Revised the textInfo property to return a new TMP_TextInfo instance instead of null when the text component has not yet been awaken. Case #1318194.
- Added new property to TMP Settings to control whether or not sub text objects will be visible in the scene hierarchy.
- Added new "Clear Dynamic Data On Build" property to TMP Settings which determines if the "clearDynamicDataOnBuild" font asset property will be set to true or false on newly created dynamic font assets.
- Added fallback character lookup caching to improve subsequent lookups of these characters coming from font assets assigned as local or global fallbacks.
- Added support for Dynamic OS Font Assets. This new dynamic font asset type will enable users to use fonts present on target platforms and devices. See the following video for more details.
- Fixed issue where the <mark> tag color may be incorrect based on line breaking location. See forum post for details.
- Fixed glyph positional adjustment (kerning) incorrectly being applied to some characters at the end of a line.
- Fixed incorrect text alignment when using <cspace> tag. Case 1333571
- Fixed potential NullReferenceException in TMP Input Field in SendTouchScreenKeyboardStatusChanged(). See forum post for details.
- Obsoleted the SetText(string, bool) function since the text in the Text Input Box is always synced now. Re-added the SetText(string) function. See forum post for details.
- Revised GetPreferredValues(string, float, float) where it will now return the width of the longest line of text given the width restrictions. See forum post for details.
- Fixed GetPreferredValues() potentially returning incorrect values. See forum post for details.
- Fixed potential sub text object shader mismatch when changing the shader of the text object.
- Added isAlert property to the TMP Input Field to control if the TouchScreenKeyboard is opened in alert mode. See forum post for details.
- Added new property "shouldActivateOnSelect" to the TMP Input Field which determines if the input field will be activated automatically when selected.
- Fixed potential text rendering issue due to incorrect "Additional Shader Channels" when using nested canvases. Case #1337742
- Newly created sprite assets will now be given a unique name to prevent potential AssetDatabase issue. Case #1345123
- Fixed potential IndexOutOfRangeException in the Input Field when the text height exceeds the height of the Text Area in conjunction with using text overflow mode Ellipsis or Truncate. Case #1341172
- Fixed <mark> tag not rendering correctly when using one of the SSD shaders. See forum post for details.
- Fixed potential culling issue that was resulting in the culling being delayed by one frame. Case #1335854
- Vertex colors of the <TextMeshPro> component will be converted to linear space when Project Settings are set to Linear color space. Case #1349920
- Fixed potential TouchScreenKeyboard handling issue in the TMP Input Field with UWP. Case #1337129
- Revised handling of <CR><LF> in the Input Field text where these characters will be treated as one when using Left, Right, Backspace and Del keys when "Allow Rich Text Editing" property is disabled. See forum post for details.
- Added new property "keepTextSelectionVisible" to the Input Field which maintains the text selection visible when selecting other Input Fields or UI Elements. See forum post for details.
- Fixed potential Input Field text area viewport vertical alignment issue when using a vertical scrollbar and when the child text object's vertical margins are not zero. Case #1353535
- Revised handling of SDF Scale updates where the SDF Scale will now only be updated when the lossy scale of the text object changes by more than 20%. Case #1352120
3.0.6
[3.0.6] - 2021-04-23
2.1.6
[2.1.6] - 2021-04-23
1.5.6
[1.5.6] - 2021-04-23
[2.1.6]
[3.0.6]
Changes
- Removed the use of Out Variable Declarations since it is not support in C# 6.0 and causing internal testing issue on UWP.
3.0.5
2.1.5
1.5.5
[1.5.5] - 2021-04-02
[2.1.5]
[3.0.5]
Changes
- Added compiler conditional to address error related to missing RectMask2D padding property which was added in Unity 2019.4.12f1. See forum post for details.
- Fixed GetPreferredValues(string text) and GetPreferredValues(string text, float width, float height) incorrectly changing the text. See forum post for details.
- Fixed potential crash when FontEngine.GetGlyphIndex is called on a font asset that was previously unloaded or deleted. See forum post for details.
- Fixed potential crash when trying to add new glyphs to a dynamic font asset whose atlas texture is set to non readable. Case #1319567
- Fixed Format Exception error when using the Project Text Spacing Conversion Tool when the Language Region Format is not English. Case #1320544
- Fixed text rendering issue due to incorrectly SDF scaling when using a CanvasScaler and resizing the game view.
- Fixed TextMeshPro component Sorting Layer field in the Inspector's Extra Settings not showing the correct layer. Case #1326985
3.0.4
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.