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Releases: gustavopsantos/Reflex

10.0.2

06 Apr 23:36
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  • Fix Singleton_ShouldBeFinalized_WhenOwnerIsDisposed unit test not passing on Unity 6

10.0.1

04 Apr 10:35
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  • 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

01 Apr 11:31
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  • 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  • Removed LoadAllProjectScopes boolean from ReflexSettings, as it has been replaced by the new ProjectScopes list.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

19 Mar 15:59
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  • Fixes array pool implementation, see #81

9.2.0

03 Mar 12:50
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  • Improve resolve performance, up to 30% faster contract resolutions.
  • Add option to load a single project scope at ReflexSettings ScriptableObject see #77.
  • Update README performance benchmark section.

9.1.1

25 Feb 18:02
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  • Fixes static state not being reset on editor when domain reload editor option is set to false

9.1.0

17 Feb 18:13
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  • Improve information provided by ConstructorInjectorException

9.0.1

12 Oct 22:20
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  • Fixes overlapping contracts in debugger window see #69
  • Fixes warnings in Unity 6 related to scripting symbols API see #70

9.0.0

02 Sep 17:43
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  • 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

22 Aug 15:13
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  • 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 and Assets/Create/Reflex/ProjectScope menu items, so they go to the end of the list, not messing up with our muscle memory