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## [1.9.4] - 2024-04-08
### Fixed
- Fixed sqlite dll changes not being recognized correctly by the 2022.3 Unity Editor

## [1.9.3] - 2024-03-19
### Fixed
- Fixed errors related to the sqlite dll when using the Windows ARM64 Editor
- Favorites are now kept when entering play mode [UVSB-2519](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2519)
- Fixed continuous input when using an OnInputSystemEventVector2 node with OnHold [UVSB-2518](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2518)
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Unity Technologies committed Apr 8, 2024
1 parent 1076ba2 commit 5d08ff5
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10 changes: 10 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -2,6 +2,16 @@
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)

## [1.9.4] - 2024-04-08
### Fixed
- Fixed sqlite dll changes not being recognized correctly by the 2022.3 Unity Editor

## [1.9.3] - 2024-03-19
### Fixed
- Fixed errors related to the sqlite dll when using the Windows ARM64 Editor
- Favorites are now kept when entering play mode [UVSB-2519](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2519)
- Fixed continuous input when using an OnInputSystemEventVector2 node with OnHold [UVSB-2518](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2518)

## [1.9.2] - 2023-10-30
### Fixed
- Fixed a bug where the second player input device controlled all objects when using InputSystem event nodes [UVSB-2499](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2499)
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2 changes: 1 addition & 1 deletion Documentation~/vs-create-custom-drawer.md
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Expand Up @@ -35,7 +35,7 @@ The following is an example of a finished PropertyDrawer script:
```csharp
using UnityEditor;
using UnityEngine;
[CustomPropertyDrawer](type of(<Counter>))]
[CustomPropertyDrawer(type of(<Counter>))]
public class CounterDrawer : PropertyDrawer
{
// Draw the property inside the given rect
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2 changes: 1 addition & 1 deletion Documentation~/vs-nodes.md
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Expand Up @@ -40,7 +40,7 @@ You can make multiple connections to or from the same port, with some restrictio

- You can connect a single Data Output port to multiple Data Input ports.
- You can't connect multiple Data Output ports to a single Data Input port. Visual Scripting can't choose which value to use.
- You can connect multiple Control Output ports a single Control Input port.
- You can connect multiple Control Output ports to a single Control Input port.
- You can't connect a single Control Output port to multiple Control Input ports. Visual Scripting can't choose which node to run first.

![An image of the Graph Editor. An On Update Event node connects its trigger output port to the trigger input port on a Transform Rotate node. A Per Second node, with its Input set to 30, connects its output port to the X Angle, Y Angle, and Z Angle input ports on the Transform Rotate node. An On Keyboard Input Event node with its Key set to Space and its Action set to Down connects its trigger output port to the trigger input port on a Rigidbody Add Force node. An On Mouse Down Event node also connects its trigger output port to the trigger input on the Rigidbody Add Force node.](images\vs-multiple-connections-example.png)
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5 changes: 5 additions & 0 deletions Editor/VisualScripting.Core/Plugins/PluginConfiguration.cs
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Expand Up @@ -75,6 +75,11 @@ private void Load()
LoadProjectSettings();
}

internal void SetDirty()
{
projectSettingsAssetDirty = true;
}

public void Reset()
{
foreach (var item in allItems)
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1 change: 1 addition & 0 deletions Editor/VisualScripting.Core/Reflection/MemberOptionTree.cs
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Expand Up @@ -228,6 +228,7 @@ public override bool CanFavorite(object item)

public override void OnFavoritesChange()
{
BoltCore.Configuration.SetDirty();
BoltCore.Configuration.Save();
}

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1 change: 1 addition & 0 deletions Editor/VisualScripting.Flow/Options/UnitOptionTree.cs
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Expand Up @@ -675,6 +675,7 @@ public override string FavoritesLabel(object item)

public override void OnFavoritesChange()
{
BoltFlow.Configuration.SetDirty();
BoltFlow.Configuration.Save();
}

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Expand Up @@ -147,9 +147,9 @@ protected override bool ShouldTrigger(Flow flow, EmptyEventArgs args)
break;
case InputActionChangeOption.OnHold:
#if PACKAGE_INPUT_SYSTEM_1_4_0_OR_NEWER_EXISTS
shouldTrigger = OutputType == OutputType.Vector2 ? m_Action.IsInProgress() : m_Action.IsPressed();
shouldTrigger = OutputType == OutputType.Vector2 ? data.Action.IsInProgress() : data.Action.IsPressed();
#else
shouldTrigger = OutputType == OutputType.Vector2 ? data.Action.triggered : data.Action.IsPressed();
shouldTrigger = OutputType == OutputType.Vector2 ? data.Action.ReadValue<Vector2>().magnitude > Mathf.Epsilon : data.Action.IsPressed();
#endif
break;

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Expand Up @@ -22,6 +22,11 @@
"expression": "1.2.0",
"define": "PACKAGE_INPUT_SYSTEM_1_2_0_OR_NEWER_EXISTS"
},
{
"name": "com.unity.inputsystem",
"expression": "1.4.0",
"define": "PACKAGE_INPUT_SYSTEM_1_4_0_OR_NEWER_EXISTS"
},
{
"name": "com.unity.modules.ai",
"expression": "1.0.0",
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2 changes: 1 addition & 1 deletion ValidationExceptions.json
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Expand Up @@ -3,7 +3,7 @@
[
{
"ValidationTest": "Xmldoc Validation",
"PackageVersion": "1.9.2"
"PackageVersion": "1.9.4"
}
]
}
10 changes: 5 additions & 5 deletions package.json
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@@ -1,7 +1,7 @@
{
"name": "com.unity.visualscripting",
"displayName": "Visual Scripting",
"version": "1.9.2",
"version": "1.9.4",
"unity": "2021.3",
"description": "Visual scripting is a workflow that uses visual, node-based graphs to design behaviors rather than write lines of C# script.\n\nEnabling artists, designers and programmers alike, visual scripting can be used to design final logic, quickly create prototypes, iterate on gameplay and create custom nodes to help streamline collaboration.\n\nVisual scripting is compatible with third-party APIs, including most packages, assets and custom libraries.",
"type": "tool",
Expand All @@ -10,17 +10,17 @@
"com.unity.modules.jsonserialize": "1.0.0"
},
"relatedPackages": {
"com.unity.visualscripting.tests": "1.9.2"
"com.unity.visualscripting.tests": "1.9.4"
},
"_upm": {
"changelog": "### Fixed\n- Fixed a bug where the second player input device controlled all objects when using InputSystem event nodes [UVSB-2499](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2499)\n- Documentation links have been fixed for Visual Scripting MonoBehaviours [UVSB-2475](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2475) [UVSB-2496](https://issuetracker.unity3d.com/product/unity/issues/guid/UVSB-2496)\n\n### Changed\n- AnimationEvent and NamedAnimationEvent Nodes icon changed in favor of the AnimationClip icon instead of the Animation Component icon."
"changelog": "### Fixed\n- Fixed sqlite dll changes not being recognized correctly by the 2022.3 Unity Editor"
},
"upmCi": {
"footprint": "ffb2f2b5cb9e5230e6bf259a925303790c600eba"
"footprint": "d93282af6b30b34282f3ab806bff6bba3ab6dfbc"
},
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/com.unity.visualscripting.git",
"type": "git",
"revision": "0dd874ef58a75ee4b4df6a81e65230e2602096a3"
"revision": "41aac2b7038c2b1259c546329890d3736ce2394e"
}
}

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