Add TextMeshPro animation support via Link text
- TMProLinkAnimator, auto adds to components
- TMProLinkAnimLookup, stores all TMPro animation functions by link text hash
- TMProLinkAnimEffects, default set of configurable TMPro animation functions built around color and Matrix transformations
- Add TMPro Link Effect Demo scene
- Adds defaults for shake, wiggle, wave, pivot, rainbow, ascend, pulse
* Flowchart block selectedness now only modified by Block.Execute at runtime
Blocks can suppress auto-selection in flowchart window due to execution
Events can suppress auto-selection in flowchart window by activation
Variable returns value as object
Flowchart rightclick menu commands for interacting with blocks
Right click menu for variable list for add, rmove and sort
Add IVariableReference
Add DebugBreak command, also useful for attaching IDE breakpoints to
* IBlockCaller now uses IStringLocationIdentifier
FadeUI also checks for CanvasGroups and if 2018_1_OR_NEWER will check for TMP_Text also
TextAdapter uses 2018_1_OR_NEWER for more thorough support of TMPro such as color and rich text operations
Minor change to Conversation regex grouping
Added Conversation Tests for existing functionality and multi colon
-Conversation Parse refactor to allow for static testing
Moved all regex strings across fungus to const strings
- Uses XorShift style bit mixing on hashes to avoid collisions when input and section are identical
- Added tests to verify basic text variation is working as required.
-Removed selectedBlock and removed update code copying it into
selectedBlocks
-Changed BlockInspector display message when multiple blocks are
selected
-Added multi-select support via action key/shift+click and click+drag
-Block movement and context menu options now affect all selected blocks
-Flowchart’s SelectedBlock property now refers to the active selected
block rather than the sole selected block. It works similarly to
Unity’s Selection.activeObject
-Bumped flowchart version to 2 to upgrade previously serialized
selected blocks to new format (now a list of blocks rather than a
single block)
Custom block tints can now be toggled per block in the block inspector.
Default tints have been added to approximate the existing color scheme.
Also, the image resources previously encoded as Base64 in
FungusEditorResources have now been added to Resources/Textures and are
loaded from there instead.