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Fix ScrollView display for all tabs #1175

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Sep 26, 2019
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9 changes: 5 additions & 4 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,18 +2,19 @@

## Unreleased

### Added

- Added commands and world commands tabs to the Network Analyzer window. [#1174](https://github.com/spatialos/gdk-for-unity/pull/1174)

### Breaking Changes

- The `GetComponentId<T>()` and `GetSnapshotComponentId<T>()` methods have been moved from `Dynamic` to `ComponentDatabase`. [#1173](https://github.com/spatialos/gdk-for-unity/pull/1173)

### Added

- Added commands and world commands tabs to the Network Analyzer window. [#1174](https://github.com/spatialos/gdk-for-unity/pull/1174)

### Fixed

- Fixed a bug where the `TransformSynchronization` MonoBehaviour would not reset when disabled. [#1169](https://github.com/spatialos/gdk-for-unity/pull/1169)
- Fixed a bug where the `UnlinkGameObjectFromEntity` method in the `EntityGameObjectLinker` would not cleanup the `gameObjectToComponentsAdded` dictionary. [#1169](https://github.com/spatialos/gdk-for-unity/pull/1169)
- Fixed a bug where the Network Analyzer would not properly render all components/commands in the scroll view. [#1175](https://github.com/spatialos/gdk-for-unity/pull/1175)

### Internal

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Original file line number Diff line number Diff line change
Expand Up @@ -36,13 +36,13 @@ public void Update()
{
var scrollView = this.Q<ScrollView>("container");
var count = scrollView.childCount;
var viewportBound = scrollView.contentViewport.localBound;
var viewportBound = scrollView.contentViewport.worldBound;

// Update all visible items in the list
for (var i = 0; i < count; i++)
{
var element = scrollView[i];
if (viewportBound.Overlaps(element.localBound))
if (viewportBound.Overlaps(element.worldBound))
{
UpdateElement(i, element);
}
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