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Merge pull request #114 from arimger/develop
Develop - 0.12.13
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Assets/Editor Toolbox/CHANGELOG.md

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## 0.12.13 [22.08.2024]
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### Changed:
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- Hierarchy: Added Tree List renderer, which improves visual identification of parent and child gameobjects
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- Hierarchy: For now 'Script' label will display all available components linked to a GameObject/Prefabs
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- Hierarchy: For now 'Layer' label will display full layer name instead of the layer mask value
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- Fix SceneView settings change events firing when they shouldn't
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- Fix issue when trying to find private fields/properties from parent classes (e.g. while using conditional attributes)
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### Added:
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- DisableInEditModeAttribute
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## 0.12.12 [17.06.2024]
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### Changed:

Assets/Editor Toolbox/Editor/Drawers/Helpers/Extraction/ValueExtractionHelper.cs

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new MethodValueExtractor()
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};
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public static bool TryGetValue(string source, object declaringObject, out object value)
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{
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for (var i = 0; i < extractors.Count; i++)
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var parentObjects = new object[targetObjects.Length];
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for (var i = 0; i < targetObjects.Length; i++)
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{
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parentObjects[i] = causer.GetDeclaringObject(targetObjects[i]);
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var targetObject = targetObjects[i];
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parentObjects[i] = causer.GetDeclaringObject(targetObject);
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}
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return TryGetValue(source, parentObjects, out value, out hasMixedValues, nextValuesComparer);
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using UnityEditor;
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using UnityEngine;
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namespace Toolbox.Editor.Drawers
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{
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public class DisableInEditModeAttributeDrawer : ToolboxConditionDrawer<DisableInEditModeAttribute>
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{
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protected override PropertyCondition OnGuiValidateSafe(SerializedProperty property, DisableInEditModeAttribute attribute)
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{
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return !EditorApplication.isPlayingOrWillChangePlaymode ? PropertyCondition.Disabled : PropertyCondition.Valid;
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}
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}
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}

Assets/Editor Toolbox/Editor/Drawers/Toolbox/Condition/DisableInEditModeAttributeDrawer.cs.meta

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Assets/Editor Toolbox/Editor/Hierarchy/HierarchyItemDataType.cs

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Toggle,
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Tag,
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Layer,
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Script
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Script,
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TreeLines
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}
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}

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