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## [1.5.0-preview.13] - 2020-05-22
## [2.1.0-preview.13]
## [3.0.0-preview.13]
### Changes
- Fixed potential issue where the Font Asset Creator could get stuck in the packing phase of the atlas generation process. See [forum post](https://forum.unity.com/threads/font-asset-creator-stuck-at-packing-glyphs-pass-8.811863/) for details.
- Fixed issue potentially affecting text layout as a result of the width of the RectTransform being incorrectly reported. See [forum post](https://forum.unity.com/threads/textmesh-pro-forcemeshupdate-true-not-working-when-object-inactive.524507/#post-5798515) for details.
- Previously created prefabs containing sub text objects will now have their HideFlags updated to HideFlags.DontSave to be consistent with newly created prefabs whose sub text objects are no longer serialized. Case #1247184
- Fixed culling issue where lossy scale was not considered in the determination of the bounds of the text geometry.
Copy file name to clipboardexpand all lines: CHANGELOG.md
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# Changelog
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These are the release notes for the TextMesh Pro UPM package which was first introduced with Unity 2018.1. Please see the following link for the Release Notes for prior versions of TextMesh Pro. http://digitalnativestudios.com/forum/index.php?topic=1363.0
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## [1.5.0-preview.13] - 2020-05-22
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## [2.1.0-preview.13]
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## [3.0.0-preview.13]
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### Changes
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- Fixed potential issue where the Font Asset Creator could get stuck in the packing phase of the atlas generation process. See [forum post](https://forum.unity.com/threads/font-asset-creator-stuck-at-packing-glyphs-pass-8.811863/) for details.
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- Fixed issue potentially affecting text layout as a result of the width of the RectTransform being incorrectly reported. See [forum post](https://forum.unity.com/threads/textmesh-pro-forcemeshupdate-true-not-working-when-object-inactive.524507/#post-5798515) for details.
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- Previously created prefabs containing sub text objects will now have their HideFlags updated to HideFlags.DontSave to be consistent with newly created prefabs whose sub text objects are no longer serialized. Case #1247184
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- Fixed culling issue where lossy scale was not considered in the determination of the bounds of the text geometry.
Copy file name to clipboardexpand all lines: Scripts/Runtime/TMPro_Private.cs
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if(this.rectTransform!=null)
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{
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//Debug.Log("*** ComputeMarginSize() *** Current RectTransform's Width is " + m_rectTransform.rect.width + " and Height is " + m_rectTransform.rect.height); // + " and size delta is " + m_rectTransform.sizeDelta);
// Cache current RectTransform width and pivot referenced in OnRectTransformDimensionsChange() to get around potential rounding error in the reported width of the RectTransform.
Copy file name to clipboardexpand all lines: Scripts/Runtime/TMPro_UGUI_Private.cs
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if(this.rectTransform!=null)
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{
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//Debug.Log("*** ComputeMarginSize() *** Current RectTransform's Width is " + m_rectTransform.rect.width + " and Height is " + m_rectTransform.rect.height); // + " and size delta is " + m_rectTransform.sizeDelta);
// Cache current RectTransform width and pivot referenced in OnRectTransformDimensionsChange() to get around potential rounding error in the reported width of the RectTransform.
Copy file name to clipboardexpand all lines: package.json
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{
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"name": "com.unity.textmeshpro",
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"displayName": "TextMeshPro",
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"version": "1.5.0-preview.12",
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"version": "1.5.0-preview.13",
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"unity": "2018.3",
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"description": "TextMeshPro is the ultimate text solution for Unity. It's the perfect replacement for Unity's UI Text and the legacy Text Mesh.\n\nPowerful and easy to use, TextMeshPro (also known as TMP) uses Advanced Text Rendering techniques along with a set of custom shaders; delivering substantial visual quality improvements while giving users incredible flexibility when it comes to text styling and texturing.\n\nTextMeshPro provides Improved Control over text formatting and layout with features like character, word, line and paragraph spacing, kerning, justified text, Links, over 30 Rich Text Tags available, support for Multi Font & Sprites, Custom Styles and more.\n\nGreat performance. Since the geometry created by TextMeshPro uses two triangles per character just like Unity's text components, this improved visual quality and flexibility comes at no additional performance cost.",
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