Firstborn/Library/PackageCache/com.unity.scriptablebuildpi.../CHANGELOG.md
Schaken-Mods 7502018d20 Adding Mod Support
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
2023-05-13 22:01:48 -05:00

17 KiB

Changelog

All notable changes to this package will be documented in this file.

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

[1.20.1] - 2022-05-03

  • Fix an issue where cached Sprite state could be stale.

[1.20.0] - 2022-04-22

  • Adds build support for Content Files.
    • New public methods.
      • DefaultBuildTasks.ContentFileCompatible
    • New public classes.
      • ClusterOutput
      • ContentFileIdentifiers

[1.19.6] - 2021-10-21

  • Fixed an issue where the Build Progress Bar would not go away after the build is complete.

[1.19.5] - 2021-10-21

  • Fixed an issue where MonoScript bundle will attempt to pull in data it should not have.
  • Fixed an issue where NONRECURSIVE_DEPENDENCY_DATA would not properly calculate Shader Variants from Scenes.
  • Improved ArchiveAndCompress path handling to detect too long paths and log errors.
  • Improve performance of UpdateBundleObjectLayout build task.
  • Improved BuildCache to rebuild cache entries in case of exceptions instead of failing the build.

[1.19.3] - 2021-09-14

  • Fixed an edge case where Link.xml ordering was not deterministic causing incremental player rebuilds to occur unnecessarily.
  • Fixed an issue where Cache Server integration was not update to use USerializer.

[1.19.2] - 2021-07-20

  • Fixed an edge case where moving a scene would fail the build.
  • Added additional details to the Trace Event Profiler output where the data was missing or unclear.
  • Fixed an issue where NONRECURSIVE_DEPENDENCY_DATA would return NonRecursive bundle dependencies instead of the expected Recursive bundle dependencies.
  • Updated version define for ENABLE_TYPE_HASHING to match backported Unity 2020.2.2f1 version.
  • Fixed USerialize bug with handling of Type[] containing null values.
  • Fixed an issue where the hash for Scene bundles would be calculated with a few missing bytes, returning an incorrect hash.
  • Fixed an edge case with NONRECURSIVE_DEPENDENCY_DATA in which Scene Bundles would be unable to load MonoScripts and log Missing Behaviour warnings at runtime.
  • New Project Behavior Change: PrefabPacked bundles now use a header size of 2 bytes instead of 4 bytes to reduce file identifier collision frequency in large projects.
    • Previous behavior can be restored via the Scriptable Build Pipeline Preferences window.
  • New Preference: FileID Generator Seed allows you to set a seed for file identifier generation to avoid project specific collisions.

[1.19.1] - 2021-06-04

  • Improved performance of the GenerateBundlePacking build task.
  • Updated version define for NONRECURSIVE_DEPENDENCY_DATA to match backported Unity 2019.4.19f1 version.

[1.19.0] - 2021-05-20

  • Replaced our use of BinaryFormatter with new "USerialize"
    • USerializer performance in synthetic tests is about 40x faster than BinaryFormatter
    • Real world project tests have seen about 1.8x improvement of cold cache build times, and about 6x improvement of warm cache build times.
  • Fixed a case where internal type hash was not being cached correctly causing constant cold cache hits.
  • Fixed a case where previous build results could influence a new build incorrectly by including the wrong dlls.
  • Fixed a case where multiple scenes in the same asset bundle could generate invalid or incorrect dependencies and not load all necessary data.
  • Minor fix for native tep profiling results to separate the event name from the event context and to properly string escape the context.
  • Added the DisableVisibleSubAssetRepresentations build parameter.

[1.18.0] - 2021-04-08

  • Added an option to build MonoScripts into their own bundle reducing duplication and potential loading errors on certain project setups.
  • Added a type remap in Link.xml generation for UnityEditor.MonoScript to the correct runtime type.
  • Added an option to build bundles using Non-Recursive Dependency calculation methods.
    • This approach helps reduce asset bundle rebuilds and runtime memory consumption.

[1.17.0] - 2021-03-03

  • Added [VersionedCallback] attribute for flagging build impacting changes to IProcessScene, IProcessSceneWithReport, IPreprocessShaders, and IPreprocessComputeShaders callbacks.
  • Fixed an IndexOutOfRange exception thrown by the GenerateSubAssetPathMaps build task.
  • Added faster code paths for common hashing operations.
  • 2019.4+ added additional threading usage for saving BuildCache data.
  • Fixed an edge case where SerializeReference types used across assemblies were being code stripped incorrectly.
  • Fixed a false positive cache hit when changing Player Setting's Graphics APIs .

[1.16.1] - 2021-01-27

  • Handling of communication error with cache server. Build will now continue, using the local cache only.
  • Regression fix for index out of range error on Unity 2018.4

[1.16.0] - 2020-10-29

  • Added caching support for DOTS Subscene building
  • Fixed an issue where DOTS Subscene lighting information was lost

[1.15.2] - 2021-01-20

  • Fixes for automated testing

[1.15.1] - 2020-10-29

  • Added support for per type caching and incremental rebuild triggers

[1.14.0] - 2020-10-21

  • Added API to build player scripts to a separate location from Temp or Output Folders.

[1.13.1] - 2020-09-24

  • Fixed an edge case where changing PlayerSettings.mipStripping did not rebuild asset bundles as required.
  • Fixed an edge case where changing QualitySettings.maximumLODLevel did not rebuild scene bundles as required.
  • Reduced unnecessary bundle rebuilds due to too much data in BuildReferenceMap
  • Removed unnecessary memory overhead when hashing large data sets for caching.
  • Fixed SpookyHash and improved it's performance when used on Unity 2020.1 and greater versions.
  • SpookyHash will be the default hashing method in Scriptable Build Pipeline on Unity 2021.1 and greater.
  • Contiguous Bundles will be Opt-Out in Addressables & Scriptable Build Pipeline in Unity 2021.1 and greater.

[1.12.0] - 2020-09-15

  • Improved caching performance of the WriteSerializedFile build task with projects using many Prefabs in Scenes.

[1.11.2] - 2020-08-24

  • Improved thread handling of the Cache Save, Upload, and Prune operations.

[1.11.1] - 2020-08-11

  • Exposed the ScriptableBuildPipeline static class to allow setting per project properties from script.
  • Fixed an edge case where pruning the build cache would not run in Unity's batchmode.
  • Added Cache Server Config options to the Scriptable Build Pipeline UI.

[1.10.0] - 2020-07-28

  • Added IBundleBuildParameters.ContiguousBundles option, which when enabled will improve asset loading times.
    • In testing, performance improvements varied from 10% improvement over all, with improvements up to 50% for large complex assets such as extensive UI prefabs.
  • Updated HashingMethods to support Unicode string hashing.

[1.9.0] - 2020-06-17

  • Fixed a null reference exception in GenerateBundleCommands.cs when attempting to sort an empty list
  • LinkXmlGenerator moved to the Scriptable Build Pipeline package in the UnityEditor.Build.Pipeline.Utilities namespace.
  • Added new option WriteLinkXML to BuildParameters to write out a link.xml file containing the type information used in the asset bundles for use in the Unity manage code stripping system.
  • Improved performance of the GenerateBundlePacking task.
  • Adding the IBuildLogger interface and BuildLog class to capture high-level build performance data, and output it to the Trace Event Format.

[1.8.6] - 2020-06-11

  • Improve caching performance of the WriteSerializedFiles task
  • Fixed bug where asset bundles fail to build when not using build cache.
  • Fixed an issue where providing additional files for asset bundles required the internal name instead of the bundle name

[1.8.4] - 2020-05-28

  • Updated CalculateAssetDependencyData to use a new fast path API for working with Asset Representations in 2020.2 and onward.
  • Fix issue with backslashes in trace event profiler build log report

[1.8.2] - 2020-05-21

  • Improve incremental build performance. Avoid copying archives from the build cache when source and destination creation timestamps are identical.
  • Fix caching bug caused by an engine SpookyHash bug. MD5 hashing will be used until this issue is resolved.
  • Improve caching performance of the ArchiveAndCompressBundles task

[1.7.3] - 2020-05-20

  • Fix caching bug caused by an engine SpookyHash bug. MD5 hashing will be used until this issue is resolved.

[1.7.2] - 2020-04-07

  • Merged in DOTS specific functionality into SBP core.
  • Scriptable Build Pipeline settings now stored in ProjectSettings/ScriptableBuildPipeline.json
  • Added option to remove extended debugging information from WriteResults before caching for better cache performance
  • Added option to log Cache Misses to the console
  • Switched to SpookyHash for Unity 2019.3 and higher for most hashing methods to edge out just a bit more performance
  • Added multi-threading support to the archive and compress task

[1.6.5-preview] - 2020-03-06

  • Updated SBP DOTs preview version with latest SBP Release changes.

[1.6.4-preview] - 2020-02-07

  • Updated SBP DOTs preview version with latest SBP Release changes.

[1.6.3-preview] - 2019-09-13

  • Fixed an issue where switching platforms caused Scene & Shader callbacks to no longer be called
  • Improved error messaging when a task fails with an exception
  • Removed ENABLE_SUBSCENE_IMPORTER define as everything has landed as of 2019.3.0b5

[1.6.2-preview] - 2019-09-13

  • Refactor of ImportedContent to be more flexible for adding custom content

[1.6.1-preview] - 2019-09-12

  • Added check for define ENABLE_SUBSCENE_IMPORTER

[1.6.0-preview] - 2019-09-09

  • Added support for DOTS SubScene Importer based asset bundles via ImportedContent property
  • Added support for adding custom raw files to asset bundles via AddionalFiles property

[1.5.11] - 2020-03-05

  • Fixed poor performance of GenerateBundleCommands with large data sets.

[1.5.10] - 2020-03-13

  • Fixed issue where asset bundles in the build cache weren't having the correct bundle hash assigned to it.

[1.5.9] - 2020-02-28

  • Updated CompatibilityAssetBundleManifest so hash version is properly serializable.
  • Renamed "Build Cache" options in the Preferences menu to "Scriptable Build Pipeline"
  • Improved performance of the Scriptable Build Pipeline's archiving task.

[1.5.7] - 2020-02-07

  • Updated code to remove obsolete code when used with Unity 2020.1 and newer.

[1.5.6] - 2020-01-30

  • Fixed an issue where texture sources for non-packed sprites were being stripped incorrectly.

[1.5.5] - 2020-01-21

  • Fixed an issue where texture sources for sprites were not being stripped from the build.
  • Fixed an issue where scene changes weren't getting picked up in a content re-build.

[1.5.4] - 2019-10-03

  • Fixed an edge case where Optimize Mesh would not apply to all meshes in the build.
  • Fixed an edge case where Global Usage was not being updated with latest values from Graphics Settings.

[1.5.3] - 2019-09-10

  • Fixed Scene Bundles not rebuilding when included prefab changes.

[1.5.2] - 2019-07-19

  • Fixed ToString() method of CompatibilityAssetBundleManifest to properly add new line characters and section header where multiple dependencies exist

[1.5.1] - 2019-07-15

  • remove preview tag

[1.5.0-preview] - 2019-06-13

  • Updated for API compatibility with Unity 2019.3
  • Moved CacheServerClient package into SBP. It turns out this package was not as globally useful as we thought, and we are pulling it in to ease support and discoverability.

[1.4.1-preview] - 2019-04-16

  • Fixed "Path is empty" exception in build cache
  • Fixed an edge case where a valid cache entry could be returned for an invalid request
  • Added BuildCache.PruneCache API to trim the cache down to a limit, called in the background after a build
  • Moved BuildCache menu options and preferences to the "Edit/Preferences..." window
  • Added SBP_PROFILER_ENABLE define to enable per task profiling output to console
  • Fixed an issue preventing PrefabPackedIdentifiers from being passed into ContentPipeline.BuildAssetBundles

[1.3.5-preview] - 2019-02-28

  • Minimum Unity version is now 2018.3 to address a build-time bug with progressive lightmapper.
  • Added missing version into CacheEntry calculation
  • Fixed build error causing AssetBundle.LoadAssetWithSubAssets to return partial results
  • Updated function implementations to be virtual for overriding
  • Added GetOutputFilePathForIdentifier function to generate the final file path for a given build identifier

[1.2.2-preview] - 2018-12-19

  • Fixed SpritePacker failing to pack SpriteAtlas objects into AssetBundles

[1.2.1-preview] - 2018-12-14

  • Fixed a null reference error in GenerateBundleCommands::GetSortIndex

[1.2.0-preview] - 2018-11-29

  • Renamed LegacyBuildPipeline & LegacyAssetBundleManifest to CompatibilityBuildPipeline & CompatibilityAssetBundleManifest.
  • Moved CompatibilityAssetBundleManifest & BundleDetails into a new runtime assembly: com.unity.scriptablebuildpipeline.
  • Changed CompatibilityAssetBundleManifest to inherit from ScriptableObject and updated it and BundleDetails to properly serialize using Unity's serialization systems.

[1.1.1-preview] - 2018-10-20

  • Reduced object duplication for scene asset bundles
  • Fixed object order for scene asset bundles not being deterministic
  • Fixed Shader Stripping values from Graphics Settings not applying to built data
  • Fixed various code warnings for Unity 2018.3 and newer version
  • Added forcing asset save on build

[1.1.0-preview] - 2018-10-01

  • Fixed an issue where a string hash was being used instead of a file hash causing data to not rebuild

[1.0.1-preview] - 2018-08-24

  • removed compile warning
  • Fixed an issue where we were not using the addressableNames field of the AssetBundleBuild struct

[1.0.0-preview] - 2018-08-20

  • Fixed an issue in ArchiveAndCompressBundles where previous output location was being used failing to copy cached bundles to the new location
  • Fixed an issue in BuildCache were built in plugin dlls did not have a hash version causing cache misses
  • Fixed invalid access errors when reading access controlled files for hashing.
  • Fixed an issue where you could not force rebuild asset bundles using LegacyBuildPipeline
  • Implemented IEquatable on public structs
  • Breaking API Change: LegacyBuildPipeline.BuildAssetBundles now returns LegacyAssetBundleManifest
    • LegacyAssetBundleManifest's API is identical to AssetBundleManifest

[0.2.0-preview] - 2018-07-23

  • Removed ProjectInCleanState & ValidateBundleAssignments tasks and integrated them directly indo the data validation or running methods
  • Added build task to append hash to asset bundle files
  • Large rework of how IBuildTasks are implemented. Now using dependency injection to handle passing data.
  • Added reusable BuildUsageCache for usage tag calculation performance improvements
    • Unity minimum version now 2018.2.0b9
  • Improved asset bundle hash version calculation to be unity version agnostic

[0.1.0-preview] - 2018-06-06

  • Added support for Cache Server integration of the Build Cache
  • Refactored Build Cache internals for even more performance gains

[0.0.15-preview] - 2018-05-21

  • Hardened build cache against failures due to invalid data

[0.0.14-preview] - 2018-05-03

  • temporarily removed progress bar as it causes a recompile on mac. Will attempt to re-add selectively later.

[0.0.13-preview] - 2018-05-03

  • fixed hash serialization bug.

[0.0.12-preview] - 2018-05-02

  • Added build task for generating extra data for sprite loading edge case

[0.0.11-preview] - 2018-05-01

  • Updated BuildAssetBundles API to also take custom context objects
  • Added support for extracting Built-In Shaders to a common bundle

[0.0.10-preview] - 2018-04-26

  • Added BuildAssetBundles API that takes a custom task list
  • Added null checks for BuildSettings.typeDB & AssetBundleBuild.addressableNames

[0.0.9-preview] - 2018-04-04

  • Added documentation for IWriteOperation implementations
  • Added documentation for ReturnCodes, LegacyBuildPipeline, and ContentPipeline
  • Ran Unity code analysis & cleaned up warnings (boxing, performance issues, name consistency)
  • Breaking api change: Changed build tasks' public static run method to private.
  • Added null checks and ArgumentNullExceptions

[0.0.8-preview] - 2018-03-27

  • Test rename & meta file cleanup
  • Added documentation for shared classes / structs
  • Updated inconsistent interface / class names
  • Added missing parameter to IBuildParameters
  • Ran spell check
  • Moved IWriteOperation to Interfaces
  • Update IWriteOperation properties to PascalCase
  • Added IWriteOperation documentation

[0.0.6-preview] - 2018-03-20

  • doc updates

[0.0.5-preview] - 2018-02-08

  • Initial submission for package distribution