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[wip] fix Release/v1.4.3 PR #846
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…ing-experiments * commit 'a7ee432d217a3bc2f330b83f27ee86bddd4117da': Uv mapping (#503) Layer Visualizer for Building Ids (#502) Add code comments for LatitudeLongitudeToTileId change. (#573) Added a API call to query height Fix compile error related to return type. (#572) add QueryTerrainHeight function to AbstractMap (#571) appveyor: don't use PowerShell to download docfx # Conflicts: # sdkproject/Assets/Mapbox/Unity/Map/AbstractMap.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/VectorLayerVisualizer.cs
…ing-experiments * commit '96253d64a621a094385a698163305b22e9afbf5b': Updated settings to TextureSideWall New textures/materials for default building style Removed unused properties from shader fix atlas info object fix materials in mat modifier add missing constant Vector3Right test textures for styling development add roof uv & atlas support add new texture from random google images add a 8 building texture atlas add comments for an if clause in VectorFeatureUnity change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration 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 TextureSideWallModifier to respect min_height property add uv mapping height modifier and a demo scene to show it off # Conflicts: # sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/AtlasInfo.asset # sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/AtlasInfo.asset.meta # sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/BasicUvMap.unity # sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/TextureSideWallModifier.asset # sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/UvMapVisualizer.asset # sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/UvVectorTileFactory.asset # sdkproject/Assets/Mapbox/Examples/_sharedModules/TransparentGreyMaterialModifier.asset # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Data/AtlasInfo.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/VectorLayerVisualizer.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Modifiers/TextureSideWallModifier.cs # sdkproject/ProjectSettings/ProjectVersion.txt
…ows hdop, remove some debug statements
…lateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
…ing-experiments * commit '402b62a9b89435afe9b0aba9091a1e3f40ebd371': Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization.
… 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.
…ing-experiments * commit '5f04419eea029575d034dfecd478a167c5219922': 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.
…ing-experiments * commit 'f517b6c733c99ea14b821ec82260e863ce6391d5': Fix indentation Fixed private field naming to meet code style requirements.
* 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
…ing-experiments * commit 'bf39969723b90ccbd925f23b52990e231325a2ae': Style development - colorization and atlas template generator (#579) more checks if access token is set (#564) # Conflicts: # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Modifiers/MeshModifiers/UvModifier.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Modifiers/TextureSideWallModifier.cs
…uvs (#754) * fix a calculation error in uv modifier that occasionally breaks roof uv calculations * fix a bug wheree uv modifier uses wrong vertices to calculate texture direction * update changelog * Move changes to 1.4.3
* fix a bug where terrain data causing IndexOutOfRangeException because failed calls processed as successful. fixes #785 change all ifelse clauses in data fetchers to be more clear and readable * Update 05-changelog.md * Update changelog language. * Add meta file.
* basic POC * wip on the second approach * add static latlon-tilespace conversion method * wip * adding new architecture changes * removing unnecessary files * separate conversion methods for unitytile-space and vectortile-space * correct comments * adding ui changes to the replace feature modifier * set up the framework to execute this * set replacementcriteria via the IReplaceable interface * null check added * fix conversions method to generate the correct vectortile coordinates * add feature contains point check to replacefeaturemodifier * spawn only one object per coordinate * use the geocode property attribute in replace feature modifier * move point in polygon out of vectortile utils * removed inheritance * cleanup project files * add active check when applying replacement criteria * adding feature id null check * adding new model * fixes to willy's comments and other merge errors * fixing camera angle * scene fix and null check * cleaned up prefab modifier * Update 05-changelog.md * prefab modifier fix * cleaned up prefab modifier and replacement modifier * Change language for changelog.
* fix placement options and feature scaling * clean up scaledownwithworld scaling fix * background label sizing issue * adjusting width and height a bit in the poi label text * prefab commit * Fix y scaling issue.
* fix ARCoreBuildHelper * revert some 2018 specific changes * oops, missed another file that was removed by 2018
* Implementation of styling UX improvements * Assets for styling UX improvement * Integrated new styling dropdown UX and relevant Mapbox sample style assets into project. * Updated change log with description of new styling UX improvements. * Updated materials and textures for realistic style * Replaced references to subLayer.FindPropertyRelative("materialOptions") with subLayer.FindPropertyRelative("mapFeatureStyleOptions"); adjusted property variable sets accordingly * Styling UI changes. Styling dropdown 'custom' option now exposes geometryMaterialOptions directly in the inspector, rather than forcing the user to jump to a scriptableStyle object. Added support and assets for Realistic, Fantasy, Dark and Light styles. Moved Satellite option to from UvMapType to StyleTypes; refactored UvModifier to support this change. * Moved geometryMaterialOption default asset population logic into FeaturesSubLayerPropertiesDrawer. * Removed "MaterialOptions" label and corresponding indent from inspector. * Updated changelog * Materials array sizes are now set before referencing elements at a given index. Fixed indent on GeometryMaterialOptions. * changes to not break serialization (#790) * changes to not break serialization. * Removed Satellite option from UvMapType enum. Added non-sequential integers to UvMapType entries. Added + 1 to select enumValueIndex queries in GeometryMaterialOptionsDrawer. * Fix alignment of style description * Moved texture style enum descriptions to StyleTypes description attribute, removed StyleLabels dictionary from Constants. Changed text rendering code in GeometryMaterialOptionsDrawer to reflect this change. Added DefaultPerRendererMaterial to project. * Revert scene to original. * Move change from 1.4.2 to 1.4.3 * Set shader on DefaultPerRendererMaterial to MapboxPerRenderer shader. * Reverted name change of "MapFeatureStyles" folder back to "MapboxStyles" to preserve existing material/atlas/palette asset refs in inspector. Changed path names in Constants to reflect this. * Updated all scenes that feature AbstractMap building layers to use predefined Texture Type. * Updated meta files. * Update prefab to use realistic style
* add texture and mesh gen based restrictions to atlas info values * change mid floors to use 1:1 mesh/texture ratio * fill the gaps in new uv/mesh sync system * change column calculation * fix empty space uv coordinates add test and realistic atlas sheets * fix a bug where mid wall segment height calculation was calculated later then it should * fix small texture errors move leftover row to top and use top section reuse leftmost area for empty columns * add missing atlas info * fix a wrong atlas info segment * fix wrong segments in the realistic atlas info asset * change atlas and info files * fix floating point precision issue which caused final mid layer not created * change code structure to create walls one by one instead of all together afterwards * add missing atlas info changes * fix a calculation error in uv modifier that occasionally breaks roof uv calculations * remove auto-calculated properties from atlas info inspector * fix a bug where uv modifier uses two wrong vertices to align texture * fix a bug wheree uv modifier uses wrong vertices to calculate texture direction * fix CitySimulator.unity scene to use proper settings * Fix for normal maps not working. * update realistic buildings textures and atlas info * Revert settings files to match develop. * Update changelog
* Initial POC with drop down menu for GameObject mod selection * Continued work on POC * Pop up now lets users create scriptable object classes. * WIP with ability to add custom classes * Deleted unused test files. * Cleanup. * Modifier section of Abstract Map has two buttons; "Add New" and "Add Existing". "Add New" creates a dropdown populated with modifier object base classes, which allows the user to create new instances of modifier objects. "Add Existing" preserves original functionality of "Find Asset". Note on repaint errors: "ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint" is thrown when clicking "Add New"; I believe this error is caused by repaint logic somewhere near the PopupWindow.Show calls, which are on 423 and 469 in FeaturesSubLayerPropertiesDrawer. * PopupSelectionMenu uses reflection instead of asset search to populate drop down list. Relevant namespaces added. * - Added User/Modifiers folder to Assets/Mapbox. - Added variable references to User/Modifiers path to Constants.cs - PopupSelectionMenu attempts to save new modifier assets in currently selected folder; uses User/Modifiers as fallback. * Renamed dir MapFeatureStyles to MapboxStyles * Added "_" to private var scrollPos * Added comments and summary to PopupSelectionMenu.
* fix placement options and feature scaling * clean up scaledownwithworld scaling fix * background label sizing issue * adjusting width and height a bit in the poi label text * prefab commit * Fix y scaling issue. * poi text scale fix solution * Good fix for POI Labels Text * phantom objects issue resolved * prefab fix * modifier active fix * Set text scale to 1 * Remove old meta files.
* [wip] log location to file * use persistentDataPath for location log file * log location info. update scene * writing log file seems to work on Android and iOS * string.format fix * Change location provider folder/scene name * make player transparent * LocationProviderScene: Screen.sleepTimeout = SleepTimeout.NeverSleep; * cleanup after merge * add DeviceOrientationMaterial * fix v1.4.2 merge quest using wrong LocationProvider scene and LogLocationProviderData.cs * fix typo in DeviceLocationProvider.cs * disable native Android location plugin for testing purposes * implement proper LocationLogFile Reader and Writer * implement LocationLogWriter * testing: force default location provider for Android * for baran :-) * set scene back to defaults * fine tune parameters * make sure Android native location plugin does not run when deactivated * reattach loggingtoggle * just a little bit of eyecandy for the text panel * FOR DEBUGGING: MockLocationInfo and MockLocationProvider to feed locations logs through `DeviceLocationProvider`. * [wip] work on UserHeading calculation * work on UserHeading and DeviceOrientation * Smoothing algorithms * make heading and orientation material more transparent * update changelog and documentation * add code comments * fix "MonoBehaviours can only be added using AddComponent()" and don't run DeviceLocationProvder CoRoutine when not selected as default location provider * location provider scene: change EditorProvider back to log file provider * Revert to original materials
* Remove warning messages. * Fix build errors. * Fix ARTableTop scene - wrong shaders * Resave Pngs without ETC1 compression
…nto release/v1.4.3 * 'release/v1.4.3' of github.com:mapbox/mapbox-unity-sdk: Add unity bug to known issues. Fix typo
* Fix featureId's being overridden by last features ID. * Fix for replacement of feature with multiple parts. * Code cleanup. * Further code cleanup based on review comments. * Formating change. * Make function less deeply nested. * added a way to explicitly block feature ids * clear feature list after processing * fix for duplicate buildings + zoom/pan
* inital working version * remove Debug.Log * SQLiteCache tests and [wip] hunting a bug in SQLite4Unity3d * properly get TilesetID, more tests, change config windows MBTilesCache -> FileCache * fix ClearCache during PlayMode * more tests * code comments * update changelog * add PR link to changelog * update changelog
…nto release/v1.4.3 * 'release/v1.4.3' of github.com:mapbox/mapbox-unity-sdk: Refactor ambient file caching to be compatible with 4.6 runtime (#825)
* update example scenes in config window * Revert materials to solid color.
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try to fix #845