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## [1.2.3] - 2018-05-29 ### Changes - Added new bitmap shader with support for Custom Font Atlas texture. This shader also includes a new property "Padding" to provide control over the geometry padding to closely fit a modified / custom font atlas texture. - Fixed an issue with ForceMeshUpdate(bool ignoreActiveState) not being handled correctly. - Cleaned up memory allocations from repeated use of the Font Asset Creator. - Sprites are now scaled based on the current font instead of the primary font asset assigned to the text object. - It is now possible to recall the most recent settings used when creating a font asset in the Font Asset Creator. - Newly created font assets now contain the settings used when they were last created. This will make the process of updating / regenerating font assets much easier. - New context menu "Update Font Asset" was added to the Font Asset inspector which will open the Font Asset Creator with the most recently used settings for that font asset. - New Context Menu "Create Font Asset" was added to the Font inspector panel which will open the Font Asset Creator with this source font file already selected. - Fixed 3 compiler warnings that would appear when using .Net 4.x. - Modified the TMP Settings to place the Missing Glyph options in their own section. - Renamed a symbol used for internal debugging to avoid potential conflicts with other user project defines. - TMP Sprite Importer "Create Sprite Asset" and "Save Sprite Asset" options are disabled unless a Sprite Data Source, Import Format and Sprite Texture Atlas are provided. - Improved the performance of the Project Files GUID Remapping tool. - Users will now be prompted to import the TMP Essential Resources when using the Font Asset Creator if such resources have not already been imported.
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Unity Technologies
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May 28, 2018
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