From 8722a9920c1f6119bf6e769cba270e63097f8e25 Mon Sep 17 00:00:00 2001 From: chai <215380520@qq.com> Date: Thu, 23 May 2024 10:08:29 +0800 Subject: + astar project --- .../com.arongranberg.astar/Drawing/changelog.cs | 283 +++++++++++++++++++++ 1 file changed, 283 insertions(+) create mode 100644 Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/changelog.cs (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/changelog.cs') diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/changelog.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/changelog.cs new file mode 100644 index 0000000..5807c2c --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/changelog.cs @@ -0,0 +1,283 @@ +/// +/// \page changelog Changelog +/// \order{-10} +/// +/// - 1.7.4 (2024-02-13) +/// - Fixed compatibility with HDRP render pipeline. +/// - Improved performance when there are many cameras rendered during the same frame. +/// +/// - 1.7.3 (2024-02-07) +/// - Improved performance when there are lots of components inheriting from , but they do not actually override the DrawGizmos method. +/// - Fixed compatibility with Universal Render Pipeline package version 15 and 16 (regression in 1.7.2). +/// +/// - 1.7.2 (2024-02-06) +/// - Improved performance of and . +/// - Fixed a memory leak that could happen if you used a lot of custom command builders. +/// - Added an option to the project settings to increase or decrease the resolution of circles. +/// - Improved compatibility with Universal Render Pipeline package version 17. +/// +/// - 1.7.1 (2023-11-14) +/// - Removed "com.unity.jobs" as a dependency, since it has been replaced by the collections package. +/// - Added support for rendering gizmos while the scene view is in wireframe mode. This is supported in Unity 2023.1 and up. +/// - Added . +/// [Open online documentation to see images] +/// - Added . +/// [Open online documentation to see images] +/// +/// - 1.7.0 (2023-10-17) +/// - Added a much more ergonomic way to draw using 2D coordinates. Take a look at 2d-drawing (view in online documentation for working links) for more info. +/// [Open online documentation to see images] +/// - Deprecated several methods like and to instead use the new 2D methods (Draw.xy.Circle and Draw.xz.Circle). +/// The old ones will continue to work for the time being, but they will be removed in a future update. +/// - Removed some shader code which was not supported on WebGL. +/// - Added +/// [Open online documentation to see images] +/// - Added +/// [Open online documentation to see images] +/// - Added an overload of which takes an IReadOnlyList. +/// - Added +/// [Open online documentation to see images] +/// - Added an overload of that takes a NativeArray with vertices, and one with triangles. +/// - Improved look of when using a line width greater than 1. +/// - Improved performance when there are lots of objects in the scene inheriting from . +/// - Significantly reduced main-thread load when drawing in many situations by improving the Color to Color32 conversion performance. +/// Turns out Unity's built-in one is not the fastest. +/// In Burst I've cranked it up even more by using a SIMDed conversion function. +/// Common improvements are around 10% faster, but in tight loops it can be up to 50% faster. +/// - Improved performance of . +/// - Improved performance of drawing circles and arcs. +/// - Fixed name collision when both the A* Pathfinding Project and ALINE were installed in a project. This could cause the warning "There are 2 settings providers with the same name Project/ALINE." to be logged to the console. +/// - Fixed Draw.WireBox reserving the wrong amount of memory, which could lead to an exception being thrown. +/// - Fixed lines would be drawn slightly incorrectly at very shallow camera angles. +/// - Fixed a memory leak which could happen if the game was not running, and the scene view was not being re-rendered, and a script was queuing drawing commands from an editor script repeatedly. +/// Drawing commands will now get discarded after 10 seconds if no rendering happens to avoid leaking memory indefinitely. +/// - Fixed a memory leak which could happen if the game was not running in the editor, and no cameras were being rendered (e.g. on a server). +/// - Fixed shader compilation errors when deploying for PlayStation 5. +/// - Fixed circles with a normal of exactly (0,-1,0) would not be rendered. +/// - Changed to continue drawing items until it is disposed, instead of requiring one to call the scope.Draw method every frame. +/// - Allow a to be stored in unmanaged ECS components and systems. +/// - Fixed would draw a slightly narrower arrow head when the line was pointed in certain directions. +/// - Added an overload for 3x3 matrices: . +/// - Changed the behaviour for s. Previously they would continue drawing as long as you called RedrawScope.Draw every frame. +/// Now they will continue drawing until you dispose them. This makes them just nicer to use for most cases. +/// This is a breaking change, but since RedrawSopes have so far been a completely undocumented feature, I expect that no, or very few people, use them. +/// - Fixed compatibility with XBox. +/// - Fixed only the base camera in a camera stack would render gizmos. +/// +/// - 1.6.4 (2022-09-17) +/// - will now block on the given dependency before rendering the current frame by default. +/// This reduces the risk of flickering when using ECS systems as they may otherwise not have completed their work before the frame is rendered. +/// You can pass to disable this behavior for long-running jobs. +/// - Fixed recent regression causing drawing to fail in standalone builds. +/// +/// - 1.6.3 (2022-09-15) +/// - Added . +/// - Fixed had top and bottom alignment swapped. So for example was actually . +/// - Fixed shaders would sometimes cause compilation errors, especially if you changed render pipelines. +/// - Improved sharpness of and when using small font-sizes. +/// +/// +/// +/// +/// +///
BeforeAfter
+/// [Open online documentation to see images] +/// +/// [Open online documentation to see images] +///
+/// - Text now fades out slightly when behind or inside other objects. The fade out amount can be controlled in the project settings: +/// [Open online documentation to see images] +/// - Fixed and font sizes would be incorrect (half as large) when the camera was in orthographic mode. +/// - Fixed and would render incorrectly in certain orientations. +/// +/// - 1.6.2 (2022-09-05) +/// - Fix typo causing prefabs to always be drawn in the scene view in Unity versions earlier than 2022.1, even if they were not even added to the scene. +/// +/// - 1.6.1 (2022-08-31) +/// - Fix vertex buffers not getting resized correctly. This could cause exceptions to be logged sometimes. Regression in 1.6. +/// +/// - 1.6 (2022-08-27) +/// - Fixed documentation and changelog URLs in the package manager. +/// - Fixed dragging a prefab into the scene view would instantiate it, but gizmos for scripts attached to it would not work. +/// - Fixed some edge cases in and which could cause NaNs and other subtle errors. +/// - Improved compatibility with WebGL as well as Intel GPUs on Mac. +/// - Added warning when using HDRP and custom passes are disabled. +/// - Improved performance of watching for destroyed objects. +/// - Reduced overhead when having lots of objects inheriting from . +/// - It's now possible to enable/disable gizmos for component types via the Unity Scene View Gizmos menu when using render pipelines in Unity 2022.1+. +/// In earlier versions of Unity, a limited API made this impossible. +/// - Made it possible to adjust the global opacity of gizmos in the Unity Project Settings. +/// [Open online documentation to see images] +/// +/// - 1.5.3 (2022-05-14) +/// - Breaking changes +/// - The minimum supported Unity version is now 2020.3. +/// - The URP 2D renderer now has support for all features required by ALINE. So the warning about it not being supported has been removed. +/// - Fixed windows newlines (\\n\\r) would show up as a newline and a question mark instead of just a newline. +/// - Fixed compilation errors when using the Unity.Collections package between version 0.8 and 0.11. +/// - Improved performance in some edge cases. +/// - Fixed with a non-white color could affect the color of unrelated rendered lines. Thanks Chris for finding and reporting the bug. +/// - Fixed an exception could be logged when drawing circles with a zero or negative line width. +/// - Fixed various compilation errors that could show up when using newer versions of the burst package. +/// +/// - 1.5.2 (2021-11-09) +/// - Fix gizmos would not show up until you selected the camera if you had just switched to the universal render pipeline. +/// - Improved performance of drawing lines by more efficiently sending the data to the shader. +/// This has the downside that shader target 4.5 is now required. I don't think this should be a big deal nowadays, but let me know if things don't work on your platform. +/// This was originally introduced in 1.5.0, but reverted in 1.5.1 due to some compatibility issues causing rendering to fail for some project configurations. I think those issues should be resolved now. +/// +/// - 1.5.1 (2021-10-28) +/// - Reverted "Improved performance of drawing lines by more efficiently sending the data to the shader." from 1.5.0. +/// It turns out this caused issues for some users and could result in gizmos not showing at all. +/// I'll try to figure out a solution and bring the performance improvements back. +/// +/// - 1.5 (2021-10-27) +/// - Added support FixedStrings in , which means it can be used inside burst jobs (C# managed strings cannot be used in burst jobs). +/// - Fixed a 'NativeArray has not been disposed' error message that could show up if the whole project's assets were re-imported. +/// - Added . +/// [Open online documentation to see images] +/// - Added . +/// [Open online documentation to see images] +/// - Added . +/// [Open online documentation to see images] +/// - Added +/// [Open online documentation to see images] +/// - Improved performance of and by making them primitives instead of just calling 4 times. +/// - Improved performance in general by more efficiently re-using existing vertex buffers. +/// - Fixed some warnings related to ENABLE_UNITY_COLLECTIONS_CHECKS which burst would log when building a standalone player. +/// - Changed more functions in the class to take a Unity.Mathematics.quaternion instead of a UnityEngine.Quaternion. +/// Implicit conversions exist in both directions, so there is no need to change your code. +/// +/// - 1.4.3 (2021-09-04) +/// - Fixed some debug printout had been included by mistake. A "Disposing" message could sometimes show up in the console. +/// +/// - 1.4.2 (2021-08-22) +/// - Reduced overhead in standalone builds if you have many objects in the scene. +/// - Fixed could render incorrectly if the start and end parameters were identical. +/// - Fixed scopes could survive until the next time the game started if no game or scene cameras were ever rendered while in edit mode. +/// - Added . +/// [Open online documentation to see images] +/// - has changed to always include an outline of the sphere. This makes it a lot nicer to look at. +/// [Open online documentation to see images] +/// +/// - 1.4.1 (2021-02-28) +/// - Added to dispose a command builder after a job has completed. +/// - Fixed gizmos would be rendered for other objects when the scene view was in prefab isolation mode. Now they will be hidden, which matches what Unity does. +/// - Fixed a deprecation warning when unity the HDRP package version 9.0 or higher. +/// - Improved docs for . +/// - Fixed documentation for scopes (e.g. ) would show up as missing in the online documentation. +/// +/// - 1.4 (2021-01-27) +/// - Breaking changes +/// - with the bottom/top parameterization was incorrect and the behavior did not match the documentation for it. +/// This method has been changed so that it now matches the documentation as this was the intended behavior all along. +/// The documentation and parameter names have also been clarified. +/// - Added . +/// - Fixed and rendered a box that was offset by 0.5 times the size of the box. +/// This bug only applied to the overload with a rotation, not for example to . +/// - Fixed Draw.SolidMesh would always be rendered at the world origin with a white color. Now it picks up matrices and colors properly. +/// - Fixed a bug which could cause a greyed out object called 'RetainedGizmos' to appear in the scene hierarchy. +/// - Fixed some overloads of WireCylinder, WireCapsule, WireBox and SolidBox throwing errors when you tried to use them in a Burst job. +/// - Improved compatibility with some older versions of the Universal Render Pipeline. +/// +/// - 1.3.1 (2020-10-10) +/// - Improved performance in standalone builds by more aggressively compiling out drawing commands that would never render anything anyway. +/// - Reduced overhead in some cases, in particular when nothing is being rendered. +/// +/// - 1.3 (2020-09-12) +/// - Added support for line widths. +/// See . +/// [Open online documentation to see images] +/// - Added warning message when using the Experimental URP 2D Renderer. The URP 2D renderer unfortunately does not have enough features yet +/// to be able to support ALINE. It doesn't have an extensible post processing system. The 2D renderer will be supported as soon as it is technically possible. +/// - Fixed and not working for all normals. +/// - Fixed the culling bounding box for text and lines could be calculated incorrectly if text labels were used. +/// This could result in text and lines randomly disappearing when the camera was looking in particular directions. +/// - Renamed and to and for consistency with the scope. +/// The previous names will still work, but they are marked as deprecated. +/// - Known bugs +/// - does not respect matrices and will always be drawn with the pivot at the world origin. +/// +/// - 1.2.3 (2020-07-26) +/// - Fixed solid drawing not working when using VR rendering. +/// - Fixed nothing was visible when using the Universal Render Pipeline and post processing was enabled. +/// Note that ALINE will render before post processing effects when using the URP. +/// This is because as far as I can tell the Universal Render Pipeline does not expose any way to render objects +/// after post processing effects because it renders to hidden textures that custom passes cannot access. +/// - Fixed drawing sometimes not working when using the High Definition Render Pipeline. +/// In contrast to the URP, ALINE can actually render after post processing effects with the HDRP since it has a nicer API. So it does that. +/// - Known bugs +/// - does not respect matrices and will always be drawn with the pivot at the world origin. +/// +/// - 1.2.2 (2020-07-11) +/// - Added . +/// [Open online documentation to see images] +/// - Fixed drawing sometimes not working when using the Universal Render Pipeline, in particular when either HDR or anti-aliasing was enabled. +/// - Fixed drawing not working when using VR rendering. +/// - Hopefully fixed the issue that could sometimes cause "The ALINE package installation seems to be corrupt. Try reinstalling the package." to be logged when first installing +/// the package (even though the package wasn't corrupt at all). +/// - Incremented required burst package version from 1.3.0-preview.7 to 1.3.0. +/// - Fixed the offline documentation showing the wrong page instead of the get started guide. +/// +/// - 1.2.1 (2020-06-21) +/// - Breaking changes +/// - Changed the size parameter of Draw.WireRect to be a float2 instead of a float3. +/// It made no sense for it to be a float3 since a rectangle is two-dimensional. The y coordinate of the parameter was never used. +/// - Added Draw.WirePlane. +/// [Open online documentation to see images] +/// - Added Draw.SolidPlane. +/// [Open online documentation to see images] +/// - Added Draw.PlaneWithNormal. +/// [Open online documentation to see images] +/// - Fixed Drawing.DrawingUtilities class missed an access modifier. Now all methods are properly public and can be accessed without any issues. +/// - Fixed an error could be logged after using the WireMesh method and then exiting/entering play mode. +/// - Fixed Draw.Arrow not drawing the arrowhead properly when the arrow's direction was a multiple of (0,1,0). +/// +/// - 1.2 (2020-05-22) +/// - Added page showing some advanced usages: advanced (view in online documentation for working links). +/// - Added . +/// [Open online documentation to see images] +/// - Added . +/// - The WithDuration scope can now be used even outside of play mode. Outside of play mode it will use Time.realtimeSinceStartup to measure the duration. +/// - The WithDuration scope can now be used inside burst jobs and on different threads. +/// - Fixed WireCylinder and WireCapsule logging a warning if the normalized direction from the start to the end was exactly (1,1,1).normalized. Thanks Billy Attaway for reporting this. +/// - Fixed the documentation showing the wrong namespace for classes. It listed Pathfinding.Drawing but the correct namespace is just Drawing. +/// +/// - 1.1.1 (2020-05-04) +/// - Breaking changes +/// - The vertical alignment of Label2D has changed slightly. Previously the Top and Center alignments were a bit off from the actual top/center. +/// - Fixed conflicting assembly names when used in a project that also has the A* Pathfinding Project package installed. +/// - Fixed a crash when running on iOS. +/// - Improved alignment of when using the Top or Center alignment. +/// +/// - 1.1 (2020-04-20) +/// - Added which allows you to easily render text from your code. +/// It uses a signed distance field font renderer which allows you to render crisp text even at high resolution. +/// At very small font sizes it falls back to a regular font texture. +/// [Open online documentation to see images] +/// - Improved performance of drawing lines by about 5%. +/// - Fixed a potential crash after calling the Draw.Line(Vector3,Vector3,Color) method. +/// +/// - 1.0.2 (2020-04-09) +/// - Breaking changes +/// - A few breaking changes may be done as the package matures. I strive to keep these to as few as possible, while still not sacrificing good API design. +/// - Changed the behaviour of to use an absolute size head. +/// This behaviour is probably the desired one more often when one wants to explicitly set the size. +/// The default Draw.Arrow(float3,float3) function which does not take a size parameter continues to use a relative head size of 20% of the length of the arrow. +/// [Open online documentation to see images] +/// - Added which uses a relative size head. +/// [Open online documentation to see images] +/// - Added instead of the unnecessarily convoluted DrawingManager.instance.gizmos.GetBuilder. +/// - Added for drawing a smooth curve through a list of points. +/// [Open online documentation to see images] +/// - Made it easier to draw things that are visible in standalone games. You can now use for example Draw.ingame.WireBox(Vector3.zero, Vector3.one) instead of having to create a custom command builder. +/// See ingame (view in online documentation for working links) for more details. +/// +/// - 1.0.1 (2020-04-06) +/// - Fix burst example scene not having using burst enabled (so it was much slower than it should have been). +/// - Fix text color in the SceneEditor example scene was so dark it was hard to read. +/// - Various minor documentation fixes. +/// +/// - 1.0 (2020-04-05) +/// - Initial release +///
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