-Added texture names array to generated script. These files all
specifically loaded rather than looping through a particular folder.
-Renamed some functions for better clarity
- Added Fungus Editor Resources folder for editor textures (these
should no longer get included in builds)
- Added pro skin icons in Fungus Editor Resources/Icons/Pro
- All editor textures should now be accessible as properties in
FungusEditorResources. If the textures change, use Tools -> Fungus ->
Utilities -> UpdateEditorResourcesScript to automatically update this
- Added keyboard shortcuts: copy, cut, duplicate, delete, select all
- Added context menu when right clicking on empty space: add block,
paste
- Context menus now appear on mouse up to better support panning
-Removed redundant min/max buttons in flowchart toolbar
-Undid null checks from previous commit in favor of knowing about
problems versus potential dead code
Added null checks to getting the “docked” property of the flowchart
window in case this property gets changed or removed in the future. The
default offset values should still be acceptable.
-There is now a toolbar for buttons, etc. at the top
-Added min, max, and center buttons to quickly zoom or center the graph
-Misc whitespace corrections in code
-Removed selectedBlock and removed update code copying it into
selectedBlocks
-Changed BlockInspector display message when multiple blocks are
selected
- Selection box no longer appears when using the pan tool
- Zoom is locked when selecting with the selection box (seems buggy
otherwise)
- Removed potentially confusing index from “Node Position” undo name
-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)
They weren’t set correctly in the previous commit. One had bilinear
filtering enabled and the other was imported as a sprite instead of an
editor GUI texture.