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Merge conflict master develop (#775)
* Release/v1.4.1 (#682)
* Fix to properly show Mesh & GO modifiers in the UI
* Add UI for removing/combining filters
* Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality.
Fix bug with filters
* Add new prefabs for LocationBasedGame and CitySim
* Fixes loadingPanel script to work with UnifiedMap
* Trigger finished state when no vector layer is turned off.
* Fix mapId for Satellite & satellite-streets
* update PR template
* Update UI to match design - round 1
* Add new data containers
* Enable loading external configurations - take 2 (#552)
* carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop
* Fix the merge typo.
* Integrate mapbox-ar-unity (#544)
* add ARCore, ARKit, UnityARInterface
* Mapbox AR code and examples
* add KalmanFilter
* some updated metas
* fix .gitignore to not ignore parts of ARCore
* add AR prefabs
* fix .gitignore for .metas from temp files from docs generation
* add additional properties to `Location`
* add helper class for onscreen console
* [wip] integrate AR
* more logging for caching
* MBTilesCache: Windows fix for path and filenames with +260 chars
* add some logging to AbstractMap.cs
* add editorconfig
* debug messages around telem lib initialization
* ARTableTop: test in Vienna
* ProjectSettings: enable AR on Android
* remove Debug messages
* fix typo in TelemetryAndroid.cs file name
* add layers needed for AR demo to the project settings
* fix Unity's byte stripping for .Net 4.6 and IL2CPP
* throw out uncessary stuff that comes with UnityARInterface and ARCore
* update readme, add AR readme.
* update CHANGELOG
* wip integrate ar
* Throw away unused ARKit stuff.
* Update prefabs & scene
* Add defaults options + linewidth parameter.
* Add mockup for Presets UI
* Adding tooltips for General, Image & Terrain sections.
* Fix extra space in Terrain UI.
* [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge.
* [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed)
* add kalman comment
* appveyor: don't use PowerShell to download docfx
* Fix typo in terrain source.
* New textures/materials for default building style
* Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory
* Updated settings to TextureSideWall
* VectorLayerVisualizer refactor.
* Hookup node editor with Plug & play refactor.
* Add tooltips for vector section.
* Add missing changes to VectorTIle.cs
* add QueryTerrainHeight function to AbstractMap (#571)
Looks good.
* try with GPS position/heading, ignoring AR and bias
* Fix compile error related to return type. (#572)
minor change.
* Added a API call to query height
Added a API call on AbstractMap to query height at a certain latitude longitude.
* Add preset defaults switching + snapMaptoZero hookup.
* Changes to MapEditor.
* Add code comments for LatitudeLongitudeToTileId change. (#573)
* Fix compile error related to return type.
* update code comments
* Layer Visualizer for Building Ids (#502)
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* Uv mapping (#503)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* add a 8 building texture atlas
* add new texture from random google images
* fix a bug where bottomOfMidUv was calculated wrong
* Fix formatting.
* Add atlas texturing modifier into Plug & play UI.
* Remove presets from map
* work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements
* Add parameters to hookup Globe terrain factory.
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Set defaults for all properties
* Add API calls for layers
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Add custom option to primitive type - for fully custom modifier stack.
* Hook up scriptable palette with P&P
* Add code comments to Abstract Map.
* Cleanup unused stuff.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* Adds ability to add custom tile providers.
* more checks if access token is set (#564)
* Style development - colorization and atlas template generator (#579)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* add a 8 building texture atlas
* add new texture from random google images
* add roof uv & atlas support
* test textures for styling development
* add missing constant Vector3Right
* fix materials in mat modifier
* fix atlas info object
* Removed unused properties from shader
* New textures/materials for default building style
* Updated settings to TextureSideWall
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* log GPS timestamp once more
* Cleanup + update prefabs & UI.
* Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings.
* Add building Id tileset as default, fix minor issues.
* Update map prefab with default style
* Fix to trigger finished state on VectorTileFactory.
* Add loading texture, build locationProvider example , fix bug with imagery init.
* Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default.
* Code cleanup - move drawers into their own files.
* Code Cleanup. Arrange files into folders.
* Foldouts don't forget what they were told to do ;)
* Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner.
* Update ARTabletop scene.
* updated Clip/Box shader (#580)
* updated shader
* fix indentation
* fixed indent
* Recreate ZoomableMap and Globe with new Plug and Play functionality (#585)
* created clip shaders for stylized map
* Fix errors from meta files.
* Add TabletopARkit prefab.
* fix missing tangents bug.
* Set Relative height = false as default.
* Fix issue with final state not being triggered when image factory was disabled.
* add UniAndroidPermission
* DeviceLocationProvider: request runtime location permissions on Android
* add class to open settings for app on Android
* update AutoSyncScene
* fix AutoSyncScene and WorldAlignmentKit prefab
* increase desired accuracy
* increase desired accuracy
* hopefully getting there
* Prefab block for configuration window
* update worldalignmentprefab
* Merge explorer and interactive styled map examples.
* images updated
* layout, changelog link
* Update WorldAlignmentKit prefab + fix reload script to use "update" function.
* ar example scene names
* Updated `Explorer` scene.
* Updated worlsAlignmentKit
* Updated working AR scene.
* Fix double map initialize issue.
* remove extra example scenes
* fix merge conflict: PropertyDrawers.meta
* prefab body text
* update TabletopAR image
* Possible fix for worldScale AR
* Add namespace for ObjectPool + change Awake to start in Position with LocationProvider
* WIP manual sync AR scene
* fix broken WorldAlignmentKit.prefab after merge
* make debug paths thicker
* Add missing namespaces.
* Missing namespace.
* Manual World Alignment scene and prefab
* fix broken meta file
* Update scenes.
* Update version to 1.4.0
* Scene cleanup - delete old examples
* Fix wrong unwrapped tile id
* Possible fix for Configuration window `NullReference`
* remove Android pre-build checks for duplicate libraries (#574)
* WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera
* move UniAndroidPermission to PlugIns folder
* add sub-assets in scenelists via editor (#586)
* Moved editor files to Assets/Mapbox/Unity/Editor
* Delete moved files - Atlas Generator & scriptable Palette UI
* Added Mapbox.Editor namespace, converted spaces to tabs.
* Fix compile errors related to meta files.
* Cleanup tooltip text.
* Fix Warnings.
* Update scenes.
* Cleanup warnings - pass 2.
* Cleanup warnings pass 3.
* Update ScenesList.cs
* Fix typecast error on filters + filter Pois labels based on localRank.
* Add Update method to RangeTileProvider.
* Update PathHelpers.cs
* Change explorer to Data Explorer, clean unused assets.
* fix duplicate buildings in WorldScaleAR-ManualAlignment
* silence remaining warnings
* Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix.
* Fix typo
* Fix build error, turn vector layer off for Globe example, Add build settings.
* Config window 1.4 (#587)
* add sub-assets in scenelists via editor
* assign default value to MapboxConfiguration's token status
* Change camera for city simulator scene.
* fix RasterTileExample
* fix VoxelMap
* Fix finished status not getting fired event for globe example.
* silence another warning and remove unused using
* make TileErrorHandler work with new AbstractMap
* Fixes for RC3
* Renamed TabletopARKit prefab to ARTableTop
* Turn off initializeOnStart for LocationBasedGame prefab.
* Defensive fix for crash on iOS.
* Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary.
* Change scene & prefab with clip at tile boundary setting.
* Fix NRE's on inspectors for scriptable objects in sharedmodules.
* Remove new from LocationProvider prefab name in LocationBasedGame prefab
* Asset file cleanup
* Trigger finished status for tiles that error out.
* Fix flat terrain factory editor.
* remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time.
* Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs.
* Make Modifiers & map selectable from node editor, change mismatching button style.
* add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene
* Add all layers from explorer v130 example (most layers turned off)
* Make foldouts static.
* Update scenelist.
* move misplaced `link.xml` into MapboxAR subfolder
* Remove interaction from DataExplorer scene, Added a new scene for interaction.
* Turn buildings on in Data Explorer :)
* Scale the canvas to fit the screen.
* Change zoomSpeed = 0, merge building layers.
* Update formatting of playground scenes, enable camera for data explorer.
* Tweaks to scenes for performance & formatting.
* Finally turn on the camera movement script on DataExplorer
* Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map.
* Update buildingswithUniqueIds property.
* Add prerequisite info for AR scenes.
* work around crashes on iOS with escaped characters in the URL
* Fix height data query.
* Add missing using UnityEngine.
* Update example descriptions
* Disable SetCameraHeight script + add method to query height in unity units.
* Update zoomable map scene to not have setCameraHeight
* Remove replacing text with latlong for geocode response.
* Fix formatting
* Remove DirectionsQuery
* Update project version
* Add event system to CitySimulator scene + filter mouse events on search UI.
* Format main scene UI.
* another fix for URL encoding for iOS
* Update changelog
* Make filter values case - insensitive. (#632)
* Make filter values case - insensitive.
* Add checks to remove white spaces & empty entries.
* Actually fix the issue :(
* Fix tile position issue with vector features. Remove option when features are grouped. (#629)
* Change file folder names (#635)
* Remove folder with bad name.
* Change name of folder to MapboxStyles instead of MapBoxStyles
* Fix range height extrusion (#613)
* Fix range height extrusion mesh generation.
* Add extrusion scale factor to multiply height values when extruding geometry.
* Update Changelog.
* Add missing tooltips.
* Don't clip min height for RangeHeight Extrusion option.
* Add warning if max height is less than min height. Also, add error message and swap values in code
* Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637)
* wip
* Geometry options drawer modified
* collider options added
* changed order of the collider options
* dots
* tooltips added
* adding changes to tooltips
* Playmode tests (#628)
* [wip] PlayMode tests
* playmode tests: try with copying files via MapboxDev menu
* remove external test project
* rename test files to follow naming convention
* swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete
* fix directions tests
* try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp
* remove mcs.rsp
* change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests
* enable more tests for PlayMode tests
* some fixes for OSX and iOS
* disbale Request.Cancel test for iOS and Android as results are not cosistent
* HACK: workaround to make ForwardGeocode tests pass on iOS
* more iOS fixing
* add feature collections and kdtree collection (#565)
* add feature collections and kdtree collection
* Add namespaces to new files.
* change InteractiveStyledVectorMap.unity to include a feature collection and query script
* change scene objects
* add missing highlight buildings script
* Remove duplicate file
* Updated changelog.
* Ui fixes (#643)
* Fix foldouts not retaining states between play mode & editor.
* Don't allow empty names for layer visualizers.
* Add defaults for all sublayer properties to not carry over any options from the previous layer.
* Add missing tooltips.
* Fix indentation.
* Update tooltip for Extent Type.
* Add tooltips for prefix labels for dropdowns.
* Change `Style Name` to `Data Source`
* Fix typo in colorPalette.
* Selected newly created layer visualizer.
* Update scenes with missing ScriptablePalette.
* Update tooltip for min/max height extrusion.
* Updated scene.
* Update tooltip of sampleCount
* Update scene after merge with develop
* Fix scene, indentation for collider type.
* Update scene with collider options.
* [publish docs] (#652)
* Add camera table top ar (#614)
* Change RangeAroundTransformTile Provider to use the new API.
* Add sample camera script for pan & zoom .
* Update scene to use the new camera script.
* Add reposition tile logic to RangeAroundTransformTileProvider.
* Add method to click and get latlong under the mouse.
* Added relative panning from camera
* removed unnecessary line of code
* Quick fix for panning speed
* Clean up script and scene.
* Update Changelog
* Fix satellite imagery on roof not working. (#638)
* Fix satellite imagery on roof not working.
* Remove commented code.
* Update changelog
* Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655)
* Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building.
* Update changelog
* Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656)
* Disable initialize on start for AR cases.
* Add check to make sure map is initialized before updating tiles.
* Updated changelog
* Updated manual synchornization example scene (#636)
* updated manual synchornization example scene
* Update TouchCamera.cs
Uncommented line at 38.
* added hint text to ManualSyncScene
* fixed namespaces & moved scripts to new folder
* updated scene & made a new manual aligment prefab
* added namespace to UpdateMapPosByARPlaneY.cs
* Changed map update to correct method.
* Update ProjectSettings.
* 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)
* Fix scaling for world scale when zoom level was changed. (#668)
* Update worldscale AR scene - fix ARDelta not registering.
* fix a bug where SpawnInsideModifier getting stuck in infinite loop (#676)
* fix a bug where SpawnInsideModifier getting stuck in infinite loop
* Update changelog
* Remove duplicate scene.
* Make internal method private.
* Update Image settings to use retina & mip map
* Add BuildingsWithUniqueIds checkbox back.
* Update changelog & license.
* Update scene.
* Release/v1.4.2 (#772)
* Fix compile error related to return type. (#572)
minor change.
* Added a API call to query height
Added a API call on AbstractMap to query height at a certain latitude longitude.
* Add preset defaults switching + snapMaptoZero hookup.
* Changes to MapEditor.
* Add code comments for LatitudeLongitudeToTileId change. (#573)
* Fix compile error related to return type.
* update code comments
* Layer Visualizer for Building Ids (#502)
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* Uv mapping (#503)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* add a 8 building texture atlas
* add new texture from random google images
* fix a bug where bottomOfMidUv was calculated wrong
* Fix formatting.
* Add atlas texturing modifier into Plug & play UI.
* Remove presets from map
* work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements
* Add parameters to hookup Globe terrain factory.
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Set defaults for all properties
* Add API calls for layers
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Add custom option to primitive type - for fully custom modifier stack.
* Hook up scriptable palette with P&P
* Add code comments to Abstract Map.
* Cleanup unused stuff.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* Adds ability to add custom tile providers.
* more checks if access token is set (#564)
* Style development - colorization and atlas template generator (#579)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* add a 8 building texture atlas
* add new texture from random google images
* add roof uv & atlas support
* test textures for styling development
* add missing constant Vector3Right
* fix materials in mat modifier
* fix atlas info object
* Removed unused properties from shader
* New textures/materials for default building style
* Updated settings to TextureSideWall
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* log GPS timestamp once more
* Cleanup + update prefabs & UI.
* Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings.
* Add building Id tileset as default, fix minor issues.
* Update map prefab with default style
* Fix to trigger finished state on VectorTileFactory.
* Add loading texture, build locationProvider example , fix bug with imagery init.
* Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default.
* Code cleanup - move drawers into their own files.
* Code Cleanup. Arrange files into folders.
* Foldouts don't forget what they were told to do ;)
* Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner.
* Update ARTabletop scene.
* updated Clip/Box shader (#580)
* updated shader
* fix indentation
* fixed indent
* Recreate ZoomableMap and Globe with new Plug and Play functionality (#585)
* created clip shaders for stylized map
* Fix errors from meta files.
* Add TabletopARkit prefab.
* fix missing tangents bug.
* Set Relative height = false as default.
* Fix issue with final state not being triggered when image factory was disabled.
* add UniAndroidPermission
* DeviceLocationProvider: request runtime location permissions on Android
* add class to open settings for app on Android
* update AutoSyncScene
* fix AutoSyncScene and WorldAlignmentKit prefab
* increase desired accuracy
* increase desired accuracy
* hopefully getting there
* Prefab block for configuration window
* update worldalignmentprefab
* Merge explorer and interactive styled map examples.
* images updated
* layout, changelog link
* Update WorldAlignmentKit prefab + fix reload script to use "update" function.
* ar example scene names
* Updated `Explorer` scene.
* Updated worlsAlignmentKit
* Updated working AR scene.
* Fix double map initialize issue.
* remove extra example scenes
* fix merge conflict: PropertyDrawers.meta
* prefab body text
* update TabletopAR image
* Possible fix for worldScale AR
* Add namespace for ObjectPool + change Awake to start in Position with LocationProvider
* WIP manual sync AR scene
* fix broken WorldAlignmentKit.prefab after merge
* make debug paths thicker
* Add missing namespaces.
* Missing namespace.
* Manual World Alignment scene and prefab
* fix broken meta file
* Update scenes.
* Update version to 1.4.0
* Scene cleanup - delete old examples
* Fix wrong unwrapped tile id
* Possible fix for Configuration window `NullReference`
* remove Android pre-build checks for duplicate libraries (#574)
* WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera
* move UniAndroidPermission to PlugIns folder
* add sub-assets in scenelists via editor (#586)
* Moved editor files to Assets/Mapbox/Unity/Editor
* Delete moved files - Atlas Generator & scriptable Palette UI
* Added Mapbox.Editor namespace, converted spaces to tabs.
* Fix compile errors related to meta files.
* Cleanup tooltip text.
* Fix Warnings.
* Update scenes.
* Cleanup warnings - pass 2.
* Cleanup warnings pass 3.
* Update ScenesList.cs
* Fix typecast error on filters + filter Pois labels based on localRank.
* Add Update method to RangeTileProvider.
* Update PathHelpers.cs
* Change explorer to Data Explorer, clean unused assets.
* fix duplicate buildings in WorldScaleAR-ManualAlignment
* silence remaining warnings
* Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix.
* Fix typo
* Fix build error, turn vector layer off for Globe example, Add build settings.
* Config window 1.4 (#587)
* add sub-assets in scenelists via editor
* assign default value to MapboxConfiguration's token status
* Change camera for city simulator scene.
* fix RasterTileExample
* fix VoxelMap
* Fix finished status not getting fired event for globe example.
* silence another warning and remove unused using
* make TileErrorHandler work with new AbstractMap
* Fixes for RC3
* Renamed TabletopARKit prefab to ARTableTop
* Turn off initializeOnStart for LocationBasedGame prefab.
* Defensive fix for crash on iOS.
* Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary.
* Change scene & prefab with clip at tile boundary setting.
* Fix NRE's on inspectors for scriptable objects in sharedmodules.
* Remove new from LocationProvider prefab name in LocationBasedGame prefab
* Asset file cleanup
* Trigger finished status for tiles that error out.
* Fix flat terrain factory editor.
* remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time.
* Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs.
* Make Modifiers & map selectable from node editor, change mismatching button style.
* add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene
* Add all layers from explorer v130 example (most layers turned off)
* Make foldouts static.
* Update scenelist.
* move misplaced `link.xml` into MapboxAR subfolder
* Remove interaction from DataExplorer scene, Added a new scene for interaction.
* Turn buildings on in Data Explorer :)
* Scale the canvas to fit the screen.
* Change zoomSpeed = 0, merge building layers.
* Update formatting of playground scenes, enable camera for data explorer.
* Tweaks to scenes for performance & formatting.
* Finally turn on the camera movement script on DataExplorer
* Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map.
* Update buildingswithUniqueIds property.
* Add prerequisite info for AR scenes.
* work around crashes on iOS with escaped characters in the URL
* Fix height data query.
* Add missing using UnityEngine.
* Update example descriptions
* Disable SetCameraHeight script + add method to query height in unity units.
* Update zoomable map scene to not have setCameraHeight
* Remove replacing text with latlong for geocode response.
* Fix formatting
* Remove DirectionsQuery
* Update project version
* Add event system to CitySimulator scene + filter mouse events on search UI.
* Format main scene UI.
* another fix for URL encoding for iOS
* Update changelog
* Make filter values case - insensitive. (#632)
* Make filter values case - insensitive.
* Add checks to remove white spaces & empty entries.
* Actually fix the issue :(
* Fix tile position issue with vector features. Remove option when features are grouped. (#629)
* Change file folder names (#635)
* Remove folder with bad name.
* Change name of folder to MapboxStyles instead of MapBoxStyles
* Fix range height extrusion (#613)
* Fix range height extrusion mesh generation.
* Add extrusion scale factor to multiply height values when extruding geometry.
* Update Changelog.
* Add missing tooltips.
* Don't clip min height for RangeHeight Extrusion option.
* Add warning if max height is less than min height. Also, add error message and swap values in code
* Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637)
* wip
* Geometry options drawer modified
* collider options added
* changed order of the collider options
* dots
* tooltips added
* adding changes to tooltips
* Playmode tests (#628)
* [wip] PlayMode tests
* playmode tests: try with copying files via MapboxDev menu
* remove external test project
* rename test files to follow naming convention
* swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete
* fix directions tests
* try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp
* remove mcs.rsp
* change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests
* enable more tests for PlayMode tests
* some fixes for OSX and iOS
* disbale Request.Cancel test for iOS and Android as results are not cosistent
* HACK: workaround to make ForwardGeocode tests pass on iOS
* more iOS fixing
* add feature collections and kdtree collection (#565)
* add feature collections and kdtree collection
* Add namespaces to new files.
* change InteractiveStyledVectorMap.unity to include a feature collection and query script
* change scene objects
* add missing highlight buildings script
* Remove duplicate file
* Updated changelog.
* Ui fixes (#643)
* Fix foldouts not retaining states between play mode & editor.
* Don't allow empty names for layer visualizers.
* Add defaults for all sublayer properties to not carry over any options from the previous layer.
* Add missing tooltips.
* Fix indentation.
* Update tooltip for Extent Type.
* Add tooltips for prefix labels for dropdowns.
* Change `Style Name` to `Data Source`
* Fix typo in colorPalette.
* Selected newly created layer visualizer.
* Update scenes with missing ScriptablePalette.
* Update tooltip for min/max height extrusion.
* Updated scene.
* Update tooltip of sampleCount
* Update scene after merge with develop
* Fix scene, indentation for collider type.
* Update scene with collider options.
* [publish docs] (#652)
* Add camera table top ar (#614)
* Change RangeAroundTransformTile Provider to use the new API.
* Add sample camera script for pan & zoom .
* Update scene to use the new camera script.
* Add reposition tile logic to RangeAroundTransformTileProvider.
* Add method to click and get latlong under the mouse.
* Added relative panning from camera
* removed unnecessary line of code
* Quick fix for panning speed
* Clean up script and scene.
* Update Changelog
* Fix satellite imagery on roof not working. (#638)
* Fix satellite imagery on roof not working.
* Remove commented code.
* Update changelog
* Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655)
* Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building.
* Update changelog
* Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656)
* Disable initialize on start for AR cases.
* Add check to make sure map is initialized before updating tiles.
* Updated changelog
* Updated manual synchornization example scene (#636)
* updated manual synchornization example scene
* Update TouchCamera.cs
Uncommented line at 38.
* added hint text to ManualSyncScene
* fixed namespaces & moved scripts to new folder
* updated scene & made a new manual aligment prefab
* added namespace to UpdateMapPosByARPlaneY.cs
* Changed map update to correct method.
* Update ProjectSettings.
* Release/v1.4.1 (#682) (#684)
* Fix to properly show Mesh & GO modifiers in the UI
* Add UI for removing/combining filters
* Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality.
Fix bug with filters
* Add new prefabs for LocationBasedGame and CitySim
* Fixes loadingPanel script to work with UnifiedMap
* Trigger finished state when no vector layer is turned off.
* Fix mapId for Satellite & satellite-streets
* update PR template
* Update UI to match design - round 1
* Add new data containers
* Enable loading external configurations - take 2 (#552)
* carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop
* Fix the merge typo.
* Integrate mapbox-ar-unity (#544)
* add ARCore, ARKit, UnityARInterface
* Mapbox AR code and examples
* add KalmanFilter
* some updated metas
* fix .gitignore to not ignore parts of ARCore
* add AR prefabs
* fix .gitignore for .metas from temp files from docs generation
* add additional properties to `Location`
* add helper class for onscreen console
* [wip] integrate AR
* more logging for caching
* MBTilesCache: Windows fix for path and filenames with +260 chars
* add some logging to AbstractMap.cs
* add editorconfig
* debug messages around telem lib initialization
* ARTableTop: test in Vienna
* ProjectSettings: enable AR on Android
* remove Debug messages
* fix typo in TelemetryAndroid.cs file name
* add layers needed for AR demo to the project settings
* fix Unity's byte stripping for .Net 4.6 and IL2CPP
* throw out uncessary stuff that comes with UnityARInterface and ARCore
* update readme, add AR readme.
* update CHANGELOG
* wip integrate ar
* Throw away unused ARKit stuff.
* Update prefabs & scene
* Add defaults options + linewidth parameter.
* Add mockup for Presets UI
* Adding tooltips for General, Image & Terrain sections.
* Fix extra space in Terrain UI.
* [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge.
* [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed)
* add kalman comment
* appveyor: don't use PowerShell to download docfx
* Fix typo in terrain source.
* New textures/materials for default building style
* Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory
* Updated settings to TextureSideWall
* VectorLayerVisualizer refactor.
* Hookup node editor with Plug & play refactor.
* Add tooltips for vector section.
* Add missing changes to VectorTIle.cs
* add QueryTerrainHeight function to AbstractMap (#571)
Looks good.
* try with GPS position/heading, ignoring AR and bias
* Fix compile error related to return type. (#572)
minor change.
* Added a API call to query height
Added a API call on AbstractMap to query height at a certain latitude longitude.
* Add preset defaults switching + snapMaptoZero hookup.
* Changes to MapEditor.
* Add code comments for LatitudeLongitudeToTileId change. (#573)
* Fix compile error related to return type.
* update code comments
* Layer Visualizer for Building Ids (#502)
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* Uv mapping (#503)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* add a 8 building texture atlas
* add new texture from random google images
* fix a bug where bottomOfMidUv was calculated wrong
* Fix formatting.
* Add atlas texturing modifier into Plug & play UI.
* Remove presets from map
* work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements
* Add parameters to hookup Globe terrain factory.
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Set defaults for all properties
* Add API calls for layers
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Add custom option to primitive type - for fully custom modifier stack.
* Hook up scriptable palette with P&P
* Add code comments to Abstract Map.
* Cleanup unused stuff.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* Adds ability to add custom tile providers.
* more checks if access token is set (#564)
* Style development - colorization and atlas template generator (#579)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* add a 8 building texture atlas
* add new texture from random google images
* add roof uv & atlas support
* test textures for styling development
* add missing constant Vector3Right
* fix materials in mat modifier
* fix atlas info object
* Removed unused properties from shader
* New textures/materials for default building style
* Updated settings to TextureSideWall
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* log GPS timestamp once more
* Cleanup + update prefabs & UI.
* Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings.
* Add building Id tileset as default, fix minor issues.
* Update map prefab with default style
* Fix to trigger finished state on VectorTileFactory.
* Add loading texture, build locationProvider example , fix bug with imagery init.
* Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default.
* Code cleanup - move drawers into their own files.
* Code Cleanup. Arrange files into folders.
* Foldouts don't forget what they were told to do ;)
* Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner.
* Update ARTabletop scene.
* updated Clip/Box shader (#580)
* updated shader
* fix indentation
* fixed indent
* Recreate ZoomableMap and Globe with new Plug and Play functionality (#585)
* created clip shaders for stylized map
* Fix errors from meta files.
* Add TabletopARkit prefab.
* fix missing tangents bug.
* Set Relative height = false as default.
* Fix issue with final state not being triggered when image factory was disabled.
* add UniAndroidPermission
* DeviceLocationProvider: request runtime location permissions on Android
* add class to open settings for app on Android
* update AutoSyncScene
* fix AutoSyncScene and WorldAlignmentKit prefab
* increase desired accuracy
* increase desired accuracy
* hopefully getting there
* Prefab block for configuration window
* update worldalignmentprefab
* Merge explorer and interactive styled map examples.
* images updated
* layout, changelog link
* Update WorldAlignmentKit prefab + fix reload script to use "update" function.
* ar example scene names
* Updated `Explorer` scene.
* Updated worlsAlignmentKit
* Updated working AR scene.
* Fix double map initialize issue.
* remove extra example scenes
* fix merge conflict: PropertyDrawers.meta
* prefab body text
* update TabletopAR image
* Possible fix for worldScale AR
* Add namespace for ObjectPool + change Awake to start in Position with LocationProvider
* WIP manual sync AR scene
* fix broken WorldAlignmentKit.prefab after merge
* make debug paths thicker
* Add missing namespaces.
* Missing namespace.
* Manual World Alignment scene and prefab
* fix broken meta file
* Update scenes.
* Update version to 1.4.0
* Scene cleanup - delete old examples
* Fix wrong unwrapped tile id
* Possible fix for Configuration window `NullReference`
* remove Android pre-build checks for duplicate libraries (#574)
* WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera
* move UniAndroidPermission to PlugIns folder
* add sub-assets in scenelists via editor (#586)
* Moved editor files to Assets/Mapbox/Unity/Editor
* Delete moved files - Atlas Generator & scriptable Palette UI
* Added Mapbox.Editor namespace, converted spaces to tabs.
* Fix compile errors related to meta files.
* Cleanup tooltip text.
* Fix Warnings.
* Update scenes.
* Cleanup warnings - pass 2.
* Cleanup warnings pass 3.
* Update ScenesList.cs
* Fix typecast error on filters + filter Pois labels based on localRank.
* Add Update method to RangeTileProvider.
* Update PathHelpers.cs
* Change explorer to Data Explorer, clean unused assets.
* fix duplicate buildings in WorldScaleAR-ManualAlignment
* silence remaining warnings
* Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix.
* Fix typo
* Fix build error, turn vector layer off for Globe example, Add build settings.
* Config window 1.4 (#587)
* add sub-assets in scenelists via editor
* assign default value to MapboxConfiguration's token status
* Change camera for city simulator scene.
* fix RasterTileExample
* fix VoxelMap
* Fix finished status not getting fired event for globe example.
* silence another warning and remove unused using
* make TileErrorHandler work with new AbstractMap
* Fixes for RC3
* Renamed TabletopARKit prefab to ARTableTop
* Turn off initializeOnStart for LocationBasedGame prefab.
* Defensive fix for crash on iOS.
* Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary.
* Change scene & prefab with clip at tile boundary setting.
* Fix NRE's on inspectors for scriptable objects in sharedmodules.
* Remove new from LocationProvider prefab name in LocationBasedGame prefab
* Asset file cleanup
* Trigger finished status for tiles that error out.
* Fix flat terrain factory editor.
* remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time.
* Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs.
* Make Modifiers & map selectable from node editor, change mismatching button style.
* add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene
* Add all layers from explorer v130 example (most layers turned off)
* Make foldouts static.
* Update scenelist.
* move misplaced `link.xml` into MapboxAR subfolder
* Remove interaction from DataExplorer scene, Added a new scene for interaction.
* Turn buildings on in Data Explorer :)
* Scale the canvas to fit the screen.
* Change zoomSpeed = 0, merge building layers.
* Update formatting of playground scenes, enable camera for data explorer.
* Tweaks to scenes for performance & formatting.
* Finally turn on the camera movement script on DataExplorer
* Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map.
* Update buildingswithUniqueIds property.
* Add prerequisite info for AR scenes.
* work around crashes on iOS with escaped characters in the URL
* Fix height data query.
* Add missing using UnityEngine.
* Update example descriptions
* Disable SetCameraHeight script + add method to query height in unity units.
* Update zoomable map scene to not have setCameraHeight
* Remove replacing text with latlong for geocode response.
* Fix formatting
* Remove DirectionsQuery
* Update project version
* Add event system to CitySimulator scene + filter mouse events on search UI.
* Format main scene UI.
* another fix for URL encoding for iOS
* Update changelog
* Make filter values case - insensitive. (#632)
* Make filter values case - insensitive.
* Add checks to remove white spaces & empty entries.
* Actually fix the issue :(
* Fix tile position issue with vector features. Remove option when features are grouped. (#629)
* Change file folder names (#635)
* Remove folder with bad name.
* Change name of folder to MapboxStyles instead of MapBoxStyles
* Fix range height extrusion (#613)
* Fix range height extrusion mesh generation.
* Add extrusion scale factor to multiply height values when extruding geometry.
* Update Changelog.
* Add missing tooltips.
* Don't clip min height for RangeHeight Extrusion option.
* Add warning if max height is less than min height. Also, add error message and swap values in code
* Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637)
* wip
* Geometry options drawer modified
* collider options added
* changed order of the collider options
* dots
* tooltips added
* adding changes to tooltips
* Playmode tests (#628)
* [wip] PlayMode tests
* playmode tests: try with copying files via MapboxDev menu
* remove external test project
* rename test files to follow naming convention
* swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete
* fix directions tests
* try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp
* remove mcs.rsp
* change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests
* enable more tests for PlayMode tests
* some fixes for OSX and iOS
* disbale Request.Cancel test for iOS and Android as results are not cosistent
* HACK: workaround to make ForwardGeocode tests pass on iOS
* more iOS fixing
* add feature collections and kdtree collection (#565)
* add feature collections and kdtree collection
* Add namespaces to new files.
* change InteractiveStyledVectorMap.unity to include a feature collection and query script
* change scene objects
* add missing highlight buildings script
* Remove duplicate file
* Updated changelog.
* Ui fixes (#643)
* Fix foldouts not retaining states between play mode & editor.
* Don't allow empty names for layer visualizers.
* Add defaults for all sublayer properties to not carry over any options from the previous layer.
* Add missing tooltips.
* Fix indentation.
* Update tooltip for Extent Type.
* Add tooltips for prefix labels for dropdowns.
* Change `Style Name` to `Data Source`
* Fix typo in colorPalette.
* Selected newly created layer visualizer.
* Update scenes with missing ScriptablePalette.
* Update tooltip for min/max height extrusion.
* Updated scene.
* Update tooltip of sampleCount
* Update scene after merge with develop
* Fix scene, indentation for collider type.
* Update scene with collider options.
* [publish docs] (#652)
* Add camera table top ar (#614)
* Change RangeAroundTransformTile Provider to use the new API.
* Add sample camera script for pan & zoom .
* Update scene to use the new camera script.
* Add reposition tile logic to RangeAroundTransformTileProvider.
* Add method to click and get latlong under the mouse.
* Added relative panning from camera
* removed unnecessary line of code
* Quick fix for panning speed
* Clean up script and scene.
* Update Changelog
* Fix satellite imagery on roof not working. (#638)
* Fix satellite imagery on roof not working.
* Remove commented code.
* Update changelog
* Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655)
* Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building.
* Update changelog
* Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656)
* Disable initialize on start for AR cases.
* Add check to make sure map is initialized before updating tiles.
* Updated changelog
* Updated manual synchornization example scene (#636)
* updated manual synchornization example scene
* Update TouchCamera.cs
Uncommented line at 38.
* added hint text to ManualSyncScene
* fixed namespaces & moved scripts to new folder
* updated scene & made a new manual aligment prefab
* added namespace to UpdateMapPosByARPlaneY.cs
* Changed map update to correct method.
* Update ProjectSettings.
* 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)
* Fix scaling for world scale when zoom level was changed. (#668)
* Update worldscale AR scene - fix ARDelta not registering.
* fix a bug where SpawnInsideModifier getting stuck in infinite loop (#676)
* fix a bug where SpawnInsideModifier getting stuck in infinite loop
* Update changelog
* Remove duplicate scene.
* Make internal method private.
* Update Image settings to use retina & mip map
* Add BuildingsWithUniqueIds checkbox back.
* Update changelog & license.
* Update scene.
* Release/v1.4.1 (#682) (#683)
* Fix to properly show Mesh & GO modifiers in the UI
* Add UI for removing/combining filters
* Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality.
Fix bug with filters
* Add new prefabs for LocationBasedGame and CitySim
* Fixes loadingPanel script to work with UnifiedMap
* Trigger finished state when no vector layer is turned off.
* Fix mapId for Satellite & satellite-streets
* update PR template
* Update UI to match design - round 1
* Add new data containers
* Enable loading external configurations - take 2 (#552)
* carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop
* Fix the merge typo.
* Integrate mapbox-ar-unity (#544)
* add ARCore, ARKit, UnityARInterface
* Mapbox AR code and examples
* add KalmanFilter
* some updated metas
* fix .gitignore to not ignore parts of ARCore
* add AR prefabs
* fix .gitignore for .metas from temp files from docs generation
* add additional properties to `Location`
* add helper class for onscreen console
* [wip] integrate AR
* more logging for caching
* MBTilesCache: Windows fix for path and filenames with +260 chars
* add some logging to AbstractMap.cs
* add editorconfig
* debug messages around telem lib initialization
* ARTableTop: test in Vienna
* ProjectSettings: enable AR on Android
* remove Debug messages
* fix typo in TelemetryAndroid.cs file name
* add layers needed for AR demo to the project settings
* fix Unity's byte stripping for .Net 4.6 and IL2CPP
* throw out uncessary stuff that comes with UnityARInterface and ARCore
* update readme, add AR readme.
* update CHANGELOG
* wip integrate ar
* Throw away unused ARKit stuff.
* Update prefabs & scene
* Add defaults options + linewidth parameter.
* Add mockup for Presets UI
* Adding tooltips for General, Image & Terrain sections.
* Fix extra space in Terrain UI.
* [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge.
* [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed)
* add kalman comment
* appveyor: don't use PowerShell to download docfx
* Fix typo in terrain source.
* New textures/materials for default building style
* Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory
* Updated settings to TextureSideWall
* VectorLayerVisualizer refactor.
* Hookup node editor with Plug & play refactor.
* Add tooltips for vector section.
* Add missing changes to VectorTIle.cs
* add QueryTerrainHeight function to AbstractMap (#571)
Looks good.
* try with GPS position/heading, ignoring AR and bias
* Fix compile error related to return type. (#572)
minor change.
* Added a API call to query height
Added a API call on AbstractMap to query height at a certain latitude longitude.
* Add preset defaults switching + snapMaptoZero hookup.
* Changes to MapEditor.
* Add code comments for LatitudeLongitudeToTileId change. (#573)
* Fix compile error related to return type.
* update code comments
* Layer Visualizer for Building Ids (#502)
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* Uv mapping (#503)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* add a 8 building texture atlas
* add new texture from random google images
* fix a bug where bottomOfMidUv was calculated wrong
* Fix formatting.
* Add atlas texturing modifier into Plug & play UI.
* Remove presets from map
* work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements
* Add parameters to hookup Globe terrain factory.
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Set defaults for all properties
* Add API calls for layers
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Add custom option to primitive type - for fully custom modifier stack.
* Hook up scriptable palette with P&P
* Add code comments to Abstract Map.
* Cleanup unused stuff.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* Adds ability to add custom tile providers.
* more checks if access token is set (#564)
* Style development - colorization and atlas template generator (#579)
* add uv mapping height modifier and a demo scene to show it off
* fix TextureSideWallModifier to respect min_height property
* fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections
fix a bug in PolygonModifier where it doesn't create tangents
fix wrong asset bindings
* fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration
* change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles
* add comments for an if clause in VectorFeatureUnity
* add a 8 building texture atlas
* add new texture from random google images
* add roof uv & atlas support
* test textures for styling development
* add missing constant Vector3Right
* fix materials in mat modifier
* fix atlas info object
* Removed unused properties from shader
* New textures/materials for default building style
* Updated settings to TextureSideWall
* Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
* Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs.
* Fixed private field naming to meet code style requirements.
* Fix indentation
* log GPS timestamp once more
* Cleanup + update prefabs & UI.
* Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings.
* Add building Id tileset as default, fix minor issues.
* Update map prefab with default style
* Fix to trigger finished state on VectorTileFactory.
* Add loading texture, build locationProvider example , fix bug with imagery init.
* Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default.
* Code cleanup - move drawers into their own files.
* Code Cleanup. Arrange files into folders.
* Foldouts don't forget what they were told to do ;)
* Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner.
* Update ARTabletop scene.
* updated Clip/Box shader (#580)
* updated shader
* fix indentation
* fixed indent
* Recreate ZoomableMap and Globe with new Plug and Play functionality (#585)
* created clip shaders for stylized map
* Fix errors from meta files.
* Add TabletopARkit prefab.
* fix missing tangents bug.
* Set Relative height = false as default.
* Fix issue with final state not being triggered when image factory was disabled.
* add UniAndroidPermission
* DeviceLocationProvider: request runtime location permissions on Android
* add class to open settings for app on Android
* update AutoSyncScene
* fix AutoSyncScene and WorldAlignmentKit prefab
* increase desired accuracy
* increase desired accuracy
* hopefully getting there
* Prefab block for configuration window
* update worldalignmentprefab
* Merge explorer and interactive styled map examples.
* images updated
* layout, changelog link
* Update WorldAlignmentKit prefab + fix reload script to use "upd…1 parent e7e9db6 commit 994693bCopy full SHA for 994693b
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