Releases: gustavopsantos/Reflex
Releases Β· gustavopsantos/Reflex
10.0.2
10.0.1
- Move ProjectContainer creation logic into UnityInjector, this change ensures that ProjectContainer instantiation is handled internally. The original intention was not to expose
CreateProjectContainer.Create()
to consumers, so this change helps maintain proper encapsulation and improves the overall design.
10.0.0
- The ReflexSettings asset is now mandatory. Previously, it was optional.
- Introduced an explicit list of ProjectScopes within ReflexSettings. (Remember to add your ProjectScopes to this list when upgrading to version 10)
- Removed LoadAllProjectScopes boolean from ReflexSettings, as it has been replaced by the new ProjectScopes list.
These changes provide a clearer definition of ProjectScopes usage while improving performance. By using an explicit list, Reflex no longer needs to call Resources.LoadAll(), reducing unnecessary resource loading.
9.2.1
9.2.0
9.1.1
- Fixes static state not being reset on editor when
domain reload
editor option is set to false
9.1.0
- Improve information provided by
ConstructorInjectorException
9.0.1
9.0.0
- AddTransient (from value overload) removed
- Reflex Debugger Window instances now shows up sha1 hash of the hashcode of the instance, making it easier to detect and inspect inherited and owned bindings
- Changed life-cycle of transients, before it was being disposed within container who created the binding, now it is disposed within constructing container
- Added AddScoped (from type and from factory), which also it is disposed within constructing container
8.6.0
- Move Reflex Debugger menu item to
Window/Analysis/Reflex Debugger
, so we dont clutter unity top menu bar - Remove priority from
GameObject/Reflex/SceneScope
menu item, so it goes to the end of the list, not messing up with our muscle memory - Remove priority from
Assets/Create/Reflex/Settings
andAssets/Create/Reflex/ProjectScope
menu items, so they go to the end of the list, not messing up with our muscle memory