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git-upm-publisherstarikcetin
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UPM release 3.1.0
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CHANGELOG.md

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@@ -19,6 +19,16 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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2020

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## [3.1.0] - 2023-07-08
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### Added
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- Log level of the editor logger can now be controlled with the new setting `Logging/Editor Log Level`.
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### Removed
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- Removed the suggestion to output generated files as indented for source control reasons. This is because we are suggesting to ignore the generated files.
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## [3.0.0] - 2023-07-07
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This release introduces support for addressable scenes.

Editor/EditorLogger.cs

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namespace Eflatun.SceneReference.Editor
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{
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/// <summary>
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/// Logger for editor code.
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/// </summary>
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internal static class EditorLogger
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{
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public static void Debug(string msg)
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{
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if (SettingsManager.Logging.EditorLogLevel.value <= LogLevel.Debug)
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{
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UnityEngine.Debug.Log($"{Constants.LogPrefixBase} {msg}");
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}
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}
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public static void Warn(string msg)
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{
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if (SettingsManager.Logging.EditorLogLevel.value <= LogLevel.Warning)
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{
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UnityEngine.Debug.LogWarning($"{Constants.LogPrefixBase} {msg}");
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}
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}
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public static void Error(string msg)
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{
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if (SettingsManager.Logging.EditorLogLevel.value <= LogLevel.Error)
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{
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UnityEngine.Debug.LogError($"{Constants.LogPrefixBase} {msg}");
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}
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}
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}
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}

Editor/EditorLogger.cs.meta

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Editor/MapGeneratorTriggers/AddressablesChangeListener.cs

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@@ -28,7 +28,7 @@ private static void OnAddressablesChange(AddressableAssetSettings s, Addressable
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}
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else
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{
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Logger.Warn($"Skipping scene data maps generation after addressables changes. It is recommended to enable map generation after addressables changes, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Warn($"Skipping scene data maps generation after addressables changes. It is recommended to enable map generation after addressables changes, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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}
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}
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}

Editor/MapGeneratorTriggers/BuildPreProcessor.cs

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@@ -12,7 +12,7 @@ public void OnPreprocessBuild(BuildReport report)
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{
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if (!SettingsManager.SceneDataMaps.IsGenerationTriggerEnabled(SceneDataMapsGeneratorTriggers.BeforeBuild))
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{
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Logger.Warn($"Skipping scene data maps generation before build. It is recommended to enable map generation before build, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Warn($"Skipping scene data maps generation before build. It is recommended to enable map generation before build, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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return;
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}
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{
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if (SettingsManager.SceneDataMaps.FailBuildIfGenerationFails.value)
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{
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Logger.Error($"Failing the build due to failure during scene data maps generation. It is recommended to keep this behaviour enabled, as a failed map generation can result in broken scene references in runtime. However, if you know what you are doing, you can disable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Error($"Failing the build due to failure during scene data maps generation. It is recommended to keep this behaviour enabled, as a failed map generation can result in broken scene references in runtime. However, if you know what you are doing, you can disable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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// Only a BuildFailedException fails the build, so wrapping the original exception.
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throw new BuildFailedException(ex);
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}
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Logger.Error($"Scene data maps generation failed, but not failing the build. It is recommended to enable failing the build if the map generation fails, as a failed map generation can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Error($"Scene data maps generation failed, but not failing the build. It is recommended to enable failing the build if the map generation fails, as a failed map generation can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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// Only a BuildFailedException fails the build, therefore rethrowing does not.
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throw;

Editor/MapGeneratorTriggers/PackagesChangeListener.cs

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}
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else
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{
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Logger.Warn($"Skipping scene data maps generation after packages resolve. It is recommended to enable map generation after packages resolve, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Warn($"Skipping scene data maps generation after packages resolve. It is recommended to enable map generation after packages resolve, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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}
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}
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}

Editor/MapGeneratorTriggers/PlayModeListener.cs

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@@ -23,7 +23,7 @@ private static void EditorApplication_OnPlayModeStateChanged(PlayModeStateChange
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// DESIGN: If 'Clear On Play' is enabled, this will get cleared before user gets a chance to see
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// it. It is easy to fix: just log in EnteredPlayMode. But that is overengineering and I don't want
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// to do it.
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Logger.Warn($"Skipping scene data maps generation before play mode. It is recommended to enable map generation before play mode, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Warn($"Skipping scene data maps generation before play mode. It is recommended to enable map generation before play mode, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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}
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}
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}

Editor/MapGeneratorTriggers/SceneAssetPostprocessor.cs

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}
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else
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{
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Logger.Warn($"Skipping scene data maps generation after scene asset changes. It is recommended to enable map generation after scene asset changes, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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EditorLogger.Warn($"Skipping scene data maps generation after scene asset changes. It is recommended to enable map generation after scene asset changes, as an outdated map can result in broken scene references in runtime. You can enable it in {SettingsManager.SettingsMenuPathForDisplay}.");
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}
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}
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}

Editor/SceneDataMapsGenerator.cs

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{
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try
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{
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Logger.Debug("Generating scene data maps.");
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EditorLogger.Debug("Generating scene data maps.");
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WriteScaffolding();
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