Releases: needle-mirror/com.unity.textmeshpro
Releases · needle-mirror/com.unity.textmeshpro
1.5.0-preview.11
[1.5.0-preview.11] - 2020-04-22
[2.1.0-preview.11]
[3.0.0-preview.11]
Changes
- Fixed incorrect culling of text object by RectMask2D component when the parent Canvas Render Mode is set to Screen Space - Camera or World Space. Case #1240595
- Added special handling to ForceMeshUpdate() when the parent Canvas is disabled.
3.0.0-preview.10
[3.0.0-preview.10] - 2020-04-21
2.1.0-preview.10
[2.1.0-preview.10] - 2020-04-21
1.5.0-preview.10
[1.5.0-preview.10] - 2020-04-21
[2.1.0-preview.10]
[3.0.0-preview.10]
Changes
- Revised caching of Preferred Width and Height to further reduce the amount of time it has to be recomputed when using a complex structure of Layout components.
- Fixed potential issue when using Text Overflow Ellipsis and Truncate modes when the text contains characters using superscript, subscript or using the <voffset> tag.
- Revised culling of text objects when using a RectMask2D where the bounds of the text geometry instead of the RectTransform define the culling rect.
- Added HDR support to material preset colors.
- Fixed various formatting issues in this ChangeLog.
- Added the ability to define a unicode value for a missing sprite character in the TMP Settings.
- Added support for displaying a missing sprite character when the requested sprite character is not present in the sprite asset or potential fallback(s). This new functionality is only available when trying to reference a sprite by name.
- Sprite Characters will now have a default Unicode value of 0xFFFE (Private NonCharacter) instead of a Unicode value of 0x0 (default unicode value for missing character).
- Using the sprite asset context menu option "Update Sprite Asset" will now remap sprite characters with unicode value of 0x0 to 0xFFFE in addition to its currently functionality.
- Updating TMP Essential Resources via the "Window - TextMeshPro - Import TMP Essential Resources" menu option will no longer override existing TMP Settings.
- Minor optimization where SDF Scale on some text objects could be unnecessarily updated due to floating point rounding errors in their lossy scale. Case #1230799
- Fixed minor issue where text objects created before importing the required TMP Essential Resources would have no default text.
- Improvements to line breaking for CJK and mixed Latin and CJK characters. See the following forum post for more details.
- Fixed potential NullReferenceException that could occur in the TMP InputField on some platforms if the InputSystem reference is null. Case #1232433
- Added small padding to bitmap character geometry to prevent potential clipping.
- Added optimization to ignore very small RectTransform pivot changes that are usually the result of rounding errors when using Layout Components. Case #1237700
- Sorting Layer ID and Sorting Order properties located in the Extra Settings of <TextMeshPro> text objects will now serialized when creating Editor Presets. Case #1215750
- TextMeshProUGUI sub text objects will now be set as first sibling of their parent to prevent them from being rendered over other non text object child in the scene hierarchy.
- Fixed text objects becoming visible when set to empty or null as a result of a scale change. Case #1238408
- Fixed useMaxVisibleDescender property now getting set properly via scripting. Case #1218526
- Fixed SortingLayerID and SortingOrder not getting set correctly when multiple <TextMeshPro> objects are selected. Case #1171272
- Fixed default settings getting applied to disabled text objects in the scene hierarchy whose text property was set to null. Case #1151621
- Fixed mouse cursor flickering when hovering the Text Input Box of a text prefab with RTL enabled. Case #1206395
3.0.0-preview.8
[3.0.0-preview.8] - 2020-03-14
2.1.0-preview.8
[2.1.0-preview.8] - 2020-03-14
1.5.0-preview.8
[1.5.0-preview.8] - 2020-03-14
[2.1.0-preview.8]
[3.0.0-preview.8]
Changes
- Fixed a minor issue where the preferred width of a text object can be incorrect when using multiple font assets, fallbacks and sprites in the same line of text.
- Added Alpha Fade Speed property to the TMP_DropDown inspector.
- Minor improvements to the LogWarning related to missing characters in a font asset or fallback being replaced by a space character.
- Fixed text object geometry not getting clipped when object is outside of RectMask2D.
- Improved search for potential missing character to include the primary font asset and potential fallbacks when the current font asset is not the primary.
- Ignorable / Synthesized characters in font assets will only be created if they do not exist in the source font file.
- Trying to use Text Overflow Ellipsis mode when no Ellipsis character is available in the primary font asset or potential fallbacks will now issue a warning and switch Text Overflow mode to Truncate.
- Added <color=lightblue> and <color=grey> to pre-defined rich text tag colors.
- Fixed compatibility issue when using TexturePacker - JSON (Array) mode and the TMP Sprite Asset Importer to create SpriteAssets.
- Simple fix to prevent the underline rich text tag becoming visible in the TMP Input Field when in IME composition mode with Rich Text disabled on the TMP Input Field. This is a temporary fix until a more robust and flexible solution is implemented. Case #1219969
- Sub Text Objects which are created when the text requires the use of a fallback font asset or sprite asset will now use HideFlags.DontSave to prevent them from being save with Prefabs as they are created on demand.
- Fix incorrect material reference when current font asset is not the primary or a fallback that is missing a character which is present in the primary font asset.
3.0.0-preview.7
[3.0.0-preview.7] - 2020-03-07
2.1.0-preview.7
[2.1.0-preview.7] - 2020-03-07
1.5.0-preview.7
[1.5.0-preview.7] - 2020-03-07
[2.1.0-preview.7]
[3.0.0-preview.7]
Changes
- Reverted recent change to the TMP_SubMeshUI OnDisable() function that could result in a Missing Reference Exception in the GraphicRaycaster.cs script. See the following forum post.
- Fixed glyph drawing issue in the Font Asset Inspector Glyph Adjustment Table when Multi Atlas Texture is enabled and the glyph is not located in the main atlas texture or at atlasTextures[0].
- Added support for <ZWSP> tag which is internally replaced by a zero width space or \u200B.
- Improved line breaking handling when using <NBSP> and / or <NOBR> tags where instead of breaking these line segments per character, they will break at any possible soft breaking space when these segments exceed the width of the text container.
- Improved PreferredHeight calculations and handling when using Text Auto Size.
- Fixed incorrect color being applied to the underline or strikethrough line segments when using and / or
tags along with a tag while at the same time applying an Underline or Strikethrough font style on the whole text object. - Fixed SDF Scale not getting updated when using SetText() with StringBuilder when the lossyScale of the text object changes. Case #1216007
- Added Non Breaking Space \u00A0 and Soft Hyphen \u00AD to list of synthesized characters in the event they are not present in the source font file.
- Fixed stack overflow issue when using TMP_FontAsset.HasCharacter and TMP_FontAsset.HasCharacters function on font assets that have circular fallback references. Case #1222574
- Fixed atlas texture not getting set correctly to IsReadable when switching a static font asset to dynamic in the Generation Settings of the Font Asset Inspector.
- Added check for RectTransform.sizeDelta change when OnRectTransformDimensionsChange() is called by the Canvas system to get around potential rounding error that erroneously trigger this callback when the RectTransform is using Stretch Anchor mode.
- As requested by a few users, TMP_FontAsset.faceInfo setter is now public instead of internal.