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Merge branch 'master' into 2017.4

master
Steve Halliwell 5 years ago
parent
commit
cafcc76f2e
  1. 34
      Assets/Fungus/Docs/CHANGELOG.txt
  2. 25
      Assets/Fungus/Scripts/Components/FungusManager.cs

34
Assets/Fungus/Docs/CHANGELOG.txt

@ -1,6 +1,38 @@
Changelog {#changelog}
=========
[TOC]
v3.12.0 rc1
======
## Added
- Search should search commands, not just block names (#775). Thanks to AcademyOfF
- Debug additions (#777) righclicking context menus additions and improvements on commands, blocks, and variables
- BlockCallers can be seen within the block inspector
- Variable referencers can be seen logged to the console
- Added a custom script importer for lua files. Thanks to Matthew Barnes
- Added Asmdefs
- Fungus Editor Prefs button to locate FungusEditorResources and changelog
## Fixed
- Defines and fallbacks for 2017 and 2018 (#781)
- CommandListAdapter sync command selection bidirectionally with selection in underlying reorderablelist
- Command text with 'Error:' shows red
- HighSpeedWriterFix; corrected rate of characters and more than 1 character per frame issue.
- FilterBlocks during SceneChange, now refresh as expected
- Command and Variables outside of Fungus assembly now locate
- Character selection preventing edits bug
- Restore Edit Mode Tests
## Changed
- FungusManager.cs Use "double checked locking" algorithm to implement the singleton for "FungusManager" class, which can improve performance. Thanks to AndyHan1001
- CommandSearchHeightFallback on some versions of Unity editor inspector height is not returning correctly so we make an educated guess if it seems unreliable
- More elaborated use of text in TMPro demo
- Block Inspector forces type at creation. Thanks to Michaelwolf95
- Warning when requesting menu elements that are not avaialble, such as more menu items that you have created.
v3.11.5 {#v3.11.5}
======

25
Assets/Fungus/Scripts/Components/FungusManager.cs

@ -19,9 +19,9 @@ namespace Fungus
#endif
public sealed class FungusManager : MonoBehaviour
{
static FungusManager instance;
volatile static FungusManager instance; // The keyword "volatile" is friendly to the multi-thread.
static bool applicationIsQuitting = false;
static object _lock = new object();
readonly static object _lock = new object(); // The keyword "readonly" is friendly to the multi-thread.
void Awake()
{
@ -96,18 +96,23 @@ namespace Fungus
return null;
}
lock (_lock)
// Use "double checked locking" algorithm to implement the singleton for this "FungusManager" class, which can improve performance.
if (instance == null)
{
if (instance == null)
lock (_lock)
{
var go = new GameObject();
go.name = "FungusManager";
DontDestroyOnLoad(go);
instance = go.AddComponent<FungusManager>();
}
if (instance == null)
{
var go = new GameObject();
go.name = "FungusManager";
DontDestroyOnLoad(go);
instance = go.AddComponent<FungusManager>();
}
return instance;
}
}
return instance;
}
}

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