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changelog.md

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1.5.1

  • Increase serialize version of AssetToFileDependencyCache because of dependency order change
  • Fixed possible StackOverflowException with very huge dependency trees and ShowAdditionalInformation option being enabled

1.5.0

  • AssetDependencyCache update is now a lot faster due to improved reflection code
  • "Calculating all node sizes" step is now faster since it now only calculates reachable nodes
  • Unity builtin assets are now references
  • AssetToFile dependency cache node dependencies now always have the main asset as the first element in the list
  • Add support for AssemblyDefitions and AssemblyDefinitionReferences with new AsmDef dependency type

1.4.6

  • Fixed issue references inside added components of nested prefabs where not found properly

1.4.5

  • Fixed issue that total amount of supported assets was limited to max size of short but is now limitted to max size of int.

1.4.4

  • Added support for Unity 2021.3.x

1.4.3

  • Referenced components of animatorcontrollers are now found as a dependency

1.4.2

  • Referenced components in other prefab assets are now found as a dependency

1.4.1

  • Bugfix for dependency types being initially activated instead of disabled
  • Settings are now saved project independently per project inside editor prefs

1.4.0

  • Optimized performance of initial dependency calculation
  • Optimized performance of dependency tree view calculation
  • Calculation of hierarchy tree filesizes is now done in thread and calculated on the fly when node gets visible
  • Fixed bug where optimization to save calculations in the reflection stack (which can find generic dependencies) could lead to wrong results
  • Type of assets is now displayed when having "Show additional node information" enabled
  • Dependency types can now be partially updated and unloaded

1.3.2

  • Various optimizations to support dependency trees which would result in millions of displayed nodes
  • Fixed bug where the same nodes dependencies would be added multiple times when using the AssetToFile dependency resolver

1.3.1

  • Scenes from packages are avoided from being scanned since they cant be loaded from readonly packages

1.3.0

  • Fixed several bugs regarding detection of if an asset is packed into the app or not and added cache to speed up the detection
  • Fixed issue that added components to a PrefabInstance didnt show the usage of their script as a dependency
  • Fixed that once "Sync to explorer" option in asset type handler it could not get disabled anymore
  • Increased serialized version to 1.3 to force
  • Added progressbars for loading and saving the AssetDependencyCache

1.2.4

  • Increased version to make a new release

1.2.3

  • Fixed issue with dependency resolvers getting updated several times when a dependency resolver gets activated/deactivated in the AssetRelationsViewer
  • Sped up calculation for asset sizes by adding cache

1.2.2

  • Added dependency resolver to resolve gameobjects dependencies inside the currently opened scene/prefab
  • Removed old ObjectDependencyResolver since its fully replaced by the ObjectSerializedDependencyResolver

1.2.0

  • Added support for subassets
  • Added support for unity internal assets
  • Split assets and files into different caches
  • Sped up the ObjectSerializedDependencyResolver asset traversal
  • ObjectSerializedDependencyResolver and AssetToFileDependencyResolver are now the default activated dependency resolvers
  • Removed compiler warnings due to deprecated code in Unity 2020.2

1.1.1

  • Renamed some classes
  • Sped up the ObjectSerializedDependencyResolver by skipping over char properties fast.
  • Removed comparison against dependencies returned from the AssetDatabase.GetDependencies() function in the ObjectSerializedDependencyResolver
  • Updated readme file

1.1.0

  • Added support for prefab variants to be detected by the ObjectSerializedDependencyResolver
  • Fixed calculation of asset sizes when using AssetDatabaseV2

1.0.0

  • Initial commit