- 22 8月, 2018 2 次提交
- 21 8月, 2018 2 次提交
- 18 6月, 2018 1 次提交
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由 Adrian T 提交于
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- 11 6月, 2018 1 次提交
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由 Adrian T 提交于
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- 08 6月, 2018 1 次提交
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由 Adrian T 提交于
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- 07 6月, 2018 8 次提交
- 06 6月, 2018 2 次提交
- 01 6月, 2018 2 次提交
- 30 5月, 2018 3 次提交
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由 Adrian T 提交于
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由 Adrian T 提交于
Inhibit recording Undo history when baking or clearing a NavMeshSurface (at the time when the old NavMeshData is actually replaced). No need to record prefab instance property modifications when we're using a serialized object for modifying the NavMeshData.
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由 Adrian T 提交于
Clear prefab stage dirtiness in tests where prefab changes need to be discarded.
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- 25 5月, 2018 5 次提交
- 24 5月, 2018 4 次提交
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由 Adrian T 提交于
Used AssetDatabase.GetAssetPath() for getting the path of the NavMeshData asset instead of producing it manually.
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由 Adrian T 提交于
Changed the name format for the prefab and instance objects in tests because a number at the end of the NavMeshData asset file name should only help differentiate between otherwise conflicting names for assets referenced by the same game object.
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由 Adrian T 提交于
When a NavMeshSurface is baked in prefab mode but not saved, the asset will be deleted when returning to main scene without saving. Re-enabled the test for this case.
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由 Adrian T 提交于
Replace the use of Assert.IsNull/IsNotNull() with NavMeshData arguments because the methods don't check correctly the null of UnityEngine.Object.
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- 23 5月, 2018 6 次提交
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由 Adrian T 提交于
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由 Adrian T 提交于
Move the NavMeshData asset management code from NavMeshSurfaceEditor to NavMeshDataAssetManager in order to separate responsibilities.
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由 Adrian T 提交于
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由 Adrian T 提交于
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由 Adrian T 提交于
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由 Adrian T 提交于
Moved NavMeshSurfaceEditor.cs to NavMeshDataAssetManager.cs in order to turn it into a copy of the file.
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- 22 5月, 2018 1 次提交
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由 Adrian T 提交于
When baking a new NavMesh surface inside a prefab do not delete the old asset until the prefab has been saved, because it will be needed again if the changes are discarded.
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- 18 5月, 2018 2 次提交