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