Phase 6 updates

Phase 6 · Slice 15 ·

The grown corpus

  • All nine new projects compile and load (23 in the corpus; 21 compile, the same two as before don't). Closed on the way: Unity's second UnityEngine.UI.dll GUID; Photoshop documents (our own reader of the saved composite: RGB, CMYK, grayscale, indexed, 8/16-bit, raw or RLE, white matte removed), TGA and BMP; Resources.Load of fonts, audio, clips, controllers and text in Unity projects; TextMesh Pro's sub-mesh components and its LiberationSans SDF font when a project lacks TMP's essential resources; text files as TextAssets.
  • platform_effectors_2d (6000.3): PlatformEffector2D one-way platforms in Box2D (contacts that begin outside the surface arc are disabled until they end) and the effector's collider mask (other layers ignore the collider entirely). Other effectors warn that their forces aren't applied.
  • engine_utilities (6000.3): ColorUtility, shader globals, Mesh's extra channels and overloads, quad/line/point index buffers, graphics formats, obsolete level properties.
  • Also for corpus scripts: GL and Graphics immediate drawing (DrawMesh, DrawMeshInstanced, DrawMeshNow, DrawTexture, Blit and CopyTexture between Texture2Ds), built-in-pipeline camera callbacks, RenderPipeline/RenderPipelineAsset/GraphicsSettings, Touchscreen and InputControl.IsPressed, RenderTexture and GetTemporary with GraphicsFormat. Helper objects live in a hidden engine scene that Find doesn't see.
  • Next: CompositeCollider2D; render textures as camera and Blit targets; effector forces; Odin-serialized fields; UI Toolkit.