ExtendRealityLtd / Tilia.Interactions.Interactables.Unity

A variety of mechanisms for interacting between interactors and interactables in a spatial scene for the Unity software
MIT License
9 stars 3 forks source link

chore(deps): bump io.extendreality.zinnia.unity from 1.36.2 to 1.37.0 #94

Closed dependabot[bot] closed 3 years ago

dependabot[bot] commented 3 years ago

Bumps io.extendreality.zinnia.unity from 1.36.2 to 1.37.0.

Release notes

Sourced from io.extendreality.zinnia.unity's releases.

v1.37.0

1.37.0 (2021-06-24)

Features

  • Tracking: publicize collision notifier collision methods (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)

    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)

    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

Changelog

Sourced from io.extendreality.zinnia.unity's changelog.

1.37.0 (2021-06-24)

Features

  • Tracking: publicize collision notifier collision methods (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)

    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)

    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

Commits
  • 68f090a chore(release): set version to 1.37.0 [skip ci]
  • 4aa6ff1 Merge pull request #546 from ExtendRealityLtd/feat/publicize-collision-notifi...
  • ebdb958 feat(Tracking): publicize collision notifier collision methods
  • bed276e fix(Visual): prevent fade mesh getting destroyed on disable
  • c3b62c6 fix(Visual): prevent null exception when objects don't exist
  • See full diff in compare view


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ExtendReality-Bot commented 3 years ago

:tada: This PR is included in version 1.19.4 :tada:

The release is available on:

Your semantic-release bot :package::rocket: