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I Use This!
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Commits : Listings

Analyzed 34 minutes ago. based on code collected 1 day ago.
Mar 27, 2023 — Mar 27, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Added warning about not working as-is with U3. More... over 13 years ago
Fix float.Parse() and int.Parse() to use CultureInfo.InvariantCulture so text scenes can be loaded on systems using different culture settings. More... over 13 years ago
More robustness and more sanity checks when getting primitve type for textscene stored primitives. More... almost 14 years ago
Backported a few fixes from the first 'real' project we used the TextScene-system in. More... almost 14 years ago
HACK: Fixed/worked around problem where temp files would be locked and inaccessible when changing TextScenes. This problem surfaces mostly on windows. See FIXME in TextSceneMonitor.cs More... about 14 years ago
Tiny fixups in gitignore More... about 14 years ago
Added .gitignore list to avoid commiting Unity temp files, library files etc. More... about 14 years ago
Removed GUID entry from TODO/limitations list, as it should be fixed. The potential GUID issue on regular Unity or not using External VCS still stands, though. More... about 14 years ago
Merge branch 'master' of http://github.com/erikharg/UnityTextScene More... about 14 years ago
Added an about section in the README More... about 14 years ago
Asset GUIDs are now optional in the TextScene format. They are recommended to use, since the Unity editor will be able to pick up asset file moves if it is present. On the other hand, if hand-editing the TextScene, omitting the GUID makes it a lot easier to enter in asset paths manually. More... about 14 years ago
Added safety net around value assignment on TextScene load. It should no longer be a problem if a component member changes type but not name between a TextScene save and a TextScene load. More... about 14 years ago
Added readme More... about 14 years ago
initial commit More... about 14 years ago