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chore(release): set version to 1.37.0 [skip ci]
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## [1.37.0](v1.36.2...v1.37.0) (2021-06-24)

#### Features

* **Tracking:** publicize collision notifier collision methods ([ebdb958](ebdb958))
  > The methods responsible for handling collision events in the CollisionNotifier have been made public so they can be called manually if need be.
  >
  > This is useful if a manual collision is needed to be raised without an actual physics collision taking place to simulate collisions.

#### Bug Fixes

* **Visual:** prevent fade mesh getting destroyed on disable ([bed276e](bed276e))
  > The movement of the mesh overlay seems to cause the component to get disabled and then re-enabled causing the mesh to not be available at some points, which means the fade doesn't work.
  >
  > Instead of destroying the mesh when the component is disabled, it now just disables the renderer component and makes the destroy mesh method public so it can be manually destroyed.
* **Visual:** prevent null exception when objects don't exist ([c3b62c6](c3b62c6))
  > There was an issue with the CameraColorOverlay where the fadeRenderer would get destroyed but it was still being accessed causing a null exception. This fix just resolves that by exiting from the method early if it is null.
  >
  > Co-authored-by: Borck <borck@hotmail.de>
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ExtendReality-Bot committed Jun 24, 2021
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20 changes: 20 additions & 0 deletions CHANGELOG.md
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# Changelog

## [1.37.0](https://github.com/ExtendRealityLtd/Zinnia.Unity/compare/v1.36.2...v1.37.0) (2021-06-24)

#### Features

* **Tracking:** publicize collision notifier collision methods ([ebdb958](https://github.com/ExtendRealityLtd/Zinnia.Unity/commit/ebdb9583393efc758811a4101b556b7712f44e79))
> The methods responsible for handling collision events in the CollisionNotifier have been made public so they can be called manually if need be.
>
> This is useful if a manual collision is needed to be raised without an actual physics collision taking place to simulate collisions.
#### Bug Fixes

* **Visual:** prevent fade mesh getting destroyed on disable ([bed276e](https://github.com/ExtendRealityLtd/Zinnia.Unity/commit/bed276eec87acc099d5a6364729f43a6574b14cb))
> The movement of the mesh overlay seems to cause the component to get disabled and then re-enabled causing the mesh to not be available at some points, which means the fade doesn't work.
>
> Instead of destroying the mesh when the component is disabled, it now just disables the renderer component and makes the destroy mesh method public so it can be manually destroyed.
* **Visual:** prevent null exception when objects don't exist ([c3b62c6](https://github.com/ExtendRealityLtd/Zinnia.Unity/commit/c3b62c6f533bfbe0d41d7a1d5212a073ab9a5c26))
> There was an issue with the CameraColorOverlay where the fadeRenderer would get destroyed but it was still being accessed causing a null exception. This fix just resolves that by exiting from the method early if it is null.
>
> Co-authored-by: Borck <borck@hotmail.de>
### [1.36.2](https://github.com/ExtendRealityLtd/Zinnia.Unity/compare/v1.36.1...v1.36.2) (2021-06-19)

#### Bug Fixes
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2 changes: 1 addition & 1 deletion package.json
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Expand Up @@ -2,7 +2,7 @@
"name": "io.extendreality.zinnia.unity",
"displayName": "Zinnia.Unity",
"description": "A collection of design patterns for the Unity software that can be beneficial in (but not limited to) spatial computing development.",
"version": "1.36.2",
"version": "1.37.0",
"unity": "2018.3",
"unityRelease": "10f1",
"keywords": [
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