# Changelog ## 2019.3.3 #### Added - Added Counters : Integer counters stored in the scene - Added CounterAction and CounterLogic - Added Create State button to StateMachines - Added State Machine templates in the GameObject Creation Menu #### Changed - Messager now send messages through a copy of its source listeners array instead of the actual enumerator. This prevents from modifying the call array at the same frame if a OnMessageEvent becomes disabled during execution. - Changed SceneViewToolbar Accessibility (now public to give access to OnSceneViewToolbarGUI) #### Fixed - Fixes in changelog (bad changes in 2019.3.2) ## 2019.3.2 #### Changed - **Delayed Logic** now has a mode that allows you to have a random delay within a range. - **Audio Play Clip Action** now allows you to randomize volume and pitch within a range of values every time you play the clip. #### Fixed - Fixed selection of Call tree window that became broken somehow in 2019.3.0f1 ## 2019.3.1 #### Changed * **Messager** is now able to pass instigator Game Object through message broadcast. * **OnMessageEvent** now passes the optional instigator instead of itself as instigator to the Calls. In order to pass itself use an intermediate **SetInstigatorLogic** that targets the OnMessageEvent owner to replicate the former behaviour. * **SendMessageAction** now passes its instigator game object to the **Messager** #### Added * **Call Tree Explorer**: Added Category for Erroneous Calls * Added **ToggleBehaviourAction** working the same as ToggleGameObjectAction, but for behaviour components instead. * **SendMessageBehaviour** (Timeline Send Message Tracks/Clips) now displays an instigator game object field in the inspector to be attached to the sent message. * Added **VFXSetPropertyAction** * Added **VFXSendEventAction** #### Fixed * Fixed `OnValidate` for FirstPersonController leading to infinite import loop when displaying the inspector for a Prefab Asset. * Fix for null Callables in Callable Tree Window. ## 2019.3.0 * Feature Release * Requires Unity 2019.3.0 or newer #### Added * **Call Tree Explorer :** Using Window/Gameplay Ingredients/Call Tree Explorer , opens a window that lists the tree of Events, Logic and Actions, State Machines and Event Calling Actions * **Folders:** In the Game Object creation Menu, Select folder to add a folder in the hierarchy. Automatically adds Static Game Objects with colored icon (Displayed using Advanced Hierarchy View) * **Global Variables System**: - Added Global Variables (Globals + Local Scope) - Added Global Variable Debug Window (`Window/Gameplay Ingredients/Globals Debug`) - Added Global Variable Set Action - Added Global Variable Logic - Added Global Variables Reset Action * **Timers**: * Added Timer Component * Added TimerAction to control Timer * Added TimerDisplayRig * Added option in GameplayIngredientsSettings to disable visibility of Callable[] bound to Update Loops. * Added OnUpdate Event : Perform calls every update * Added OnColider Event : Perform calls upon collisions * Added OnJoinBreak Event : Perform calls upon Rigid body joint break * Added FlipFlop Logic : Two-state latch logic * Added State Logic : Perform logic based on State Machine current state. * Added Audio Mix Snapshot Action : Set Mixer Snapshots * Added RigidBody Action : Perform actions on a rigidbody * Added SetAnimatorParameterAction : Perform parameter setting on Animators * Added Sacrifice Oldest option to Factory : When needing a new spawn but no slots left, sacrifices the first spawn of the list * Added Context Menu in ToggleGameObjectAction to update entries based on current enabled state in scene. #### Changed - Improved **Find & Replace** window, with a selection-based criteria. - Moved Menu Items in Window menu into a Gameplay Ingredients Subfolder - GameManager Resets Global Variables Local Scope on Level Load - Updated NaughtyAttributes to a more recent version - Renamed the Add Game Object menu category from `'GameplayIngredients' to 'Gameplay Ingredients'` and adjusted its contents #### Fixed * Fixed LinkGameView not working in play mode when excluding VirtualCameraManager. * Fixed Performance issue in GameplayIngredientsSettings when having a big list of Excluded managers. * Fixed ApplicationExitAction : Exits play mode when in Editor. ## 2019.1.2 #### Changed * **[Breaking Change]** Discover Assets now reference many Scenes/SceneSetups * Action to take: have to re-reference scenes in Discover Asset #### Added * Added Screenshot Manager (Defaults to F11 to take screenshots) * Added OnMouseDownEvent * Added OnMouseHoverEvent * Added OnVisibilityEvent * Added SaveDataSwitchOnIntLogic #### Fixed * Fixed warning in CycleResolutionsAction ## 2019.1.1 #### Changed #### Added * Log Action * Added Playable Director to objects in discover (to open atimeline at a give playable director) * Added support of Game Save Value index for Factories (in order to select a blueprint object from a saved value) #### Fixed * Fixed Import Errors at first project load, including the way we load discover and GameplayIngredients project settings * Secure checks in Gathering Manager classes from assembly (skips protected assemblies now) ## 2019.1.0 #### Changed * Removed counts in OnTriggerEvent * Callables can now be friendly-named (with default formatting) * Updated Starter Packages #### Added - Added NTimesLogic (split from OnTriggerEvent) - Added Replace Mode for Level Streaming Manager - Added UIToggle Action and Property Drawer - Added Audio Play Clip Action - Added Platform Logic - New Welcome Screen, with Wizard - New optional GameplayIngredients Project Configuration asset - Toggles for verbose callable logging - Manager Exclusion List - New Scene from Template Window + Config SceneTemplateLists Assets - Helps creating new scenes from user-made templates - New Discover Window System: - Adds a new DiscoverAsset to reference Levels / Scene Setups - Adds new Discover components in scenes - Discover window helps navigate scenes while in editor and discover content. - Added improved Game Manager - Manages loading of main menu & levels directly instead of using LevelStreamingManager - Manages Level Startup in sync after all scenes have started. #### Fixed * Fixed code to run on Unity 2019.1 * Fixed factory managed objects upon destroy * Fixes in LinkGameView when application is not playing * Fix in LevelStreamingManager incorrect computation of Scene Counts * Fixes in VirtualCameraManager * Fixes in Find/Replace window * Fixes in Hierarchy View Hints for Unity 2019.3 new skin ## 2018.3.0 Initial Version