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Jim Martinabhishektrip
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Poi locations (#716)
* Updated version number +scenelist * Update scene to show ObjectInspector panel again. * fix a bug in LayerPropertyIsEqualFilterComparer (#662) * fix a bug in LayerPropertyIsEqualFilterComparer where it does <= instead of == (fixes #660) * Simplified expression. * Fix incorrect editor culture handling on some locales (#658) (#659) Geocode coordinates are now converted with InvariantCulture, which makes sure they do not depend on the locale of the computer being used. * Set scaleFactor = 1 in property drawer. (#665) * Fix custom mapid (#666) * Fix custom mapId being overridden by empty string. * Add missing reference * removed error messages from manual touch script (#667) * config done * sorted the working of the class based on the concatenation check * Fix scaling for world scale when zoom level was changed. * Fix scaling for world scale when zoom level was changed. (#668) * tree view added * adding first vertex default * Persist layer selection across play & edit mode. * null exception fixed * Update VectorLayerPropertiesDrawer.cs fixed arry index error for the issue * some more work done with props * functioning multiselect and complete ui * cases handled * setting defaults * functioning categories * Create new POI placement scene with prefabs (#685) * Alphabetize categories (#688) * adding new architecture * .. * popularity and name filters in * density done * bugs fixed * in-progress visualizer for specific locations * build vectorfeatures in visualizer * Address search UI * null check on user provided coordinates * search UI improvements * separate truncated coordinates for UI * Create new location prefabs (#696) * adding convenience methods to AbstractMap * functional specific locations visualizer * adding fix to type filter * Add description of scene and update modifiers (#697) * completed PlacePrefabAtGeoLocation methods and callbacks, added null checks * adding check to make sure inactive doesnt spawn anything * added callbacks to remaining methods * need help to fix the issue. but, crash stopped now * fix null reference errors in the treeview when selected items are removed via undo or at runtime. * Reorganize files for consistency (#703) * apply snapterrain modifier in LocationPrefabLayerVisualizer * vectortilefactory builds layers with an empty string * fix for source * handling no prefab found * .. * adding source warning to the location prefabs section * adding fixes to not spawn prefabs based on source * Update tooltips and naming * update AbstractMap methods * name objects in hierarchy based on sublayer name * fix layer properties spacing * fix for the streets v7 to remain fixed * Fix NREs when undoing layer creation, Location prefabs layers persist * Rename POI Placement example * Move API test script * Rename API Test script * update changelog * Location prefabs layers respect performance options * update performance options accessor * Correct name and namespace of test script * wip * refactor API methods * code cleanup * remove popularity enum * Fix active check in locationprefablayervisualizer * Remove incorrect break * remove commented lines * Fix layer check in abstract map spawnprefab methods * simplify example script * update example * update changelog * remove empty class * Fix formatting * Fix type
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documentation/docs/05-changelog.md

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*??/??/2018*
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##### New Features
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- Add `Location Prefabs` section to `AbstractMap`. Enables users to spawn prefabs at points-of-interest on the map directly from the `AbstractMap` UI.
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- Add options to spawn prefabs on points-of-interest using `Mapbox Category`, `Name`, or a list of `Address or LatLon`.
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- Add methods on `AbstractMap` to spawn prefabs. Enables users to add layers via script.
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- Add the `LocationPrefabs.unity` example scene. Demonstrates the basics of using the `Location Prefabs` feature.
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- Add `OnUpdated` event to `AbstractMap`. Enables subscribers to get a notification when the map location and/or zoom gets updated.
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##### Improvements

sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/VectorTile.cs

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{
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var decompressed = Compression.Decompress(data);
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this.data = new Mapbox.VectorTile.VectorTile(decompressed);
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return true;
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}
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catch (Exception ex)

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