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v1.1.34

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@oddgames-david oddgames-david released this 10 May 01:22
· 59 commits to main since this release

v1.1.34

New

  • SAVE Assets/Path/Foo.unity — explicit path argument writes the active scene directly via EditorSceneManager.SaveScene. Bypasses the native "Save Scene As..." file dialog that SaveOpenScenes opens for Untitled scenes (and that wedges the bridge because CLI can't dismiss native file dialogs).
  • GAMEVIEW WxH now sets the resolution via Unity's internal GameViewSizes API (adds/selects a clibridge_WxH entry in the size dropdown). Docked Game tab stays docked instead of being torn off into a floating window. Falls back to the old window-resize path if the reflection chain breaks (with the failure reason in the response).
  • SCREENSHOT Assets/Foo.uxml — viewport size now inferred from the UXML root child's declared style.width/style.height (pixel units). Layouts authored for a specific resolution render at intended size; falls back to 1920x1080.
  • SCREENSHOT Assets/Foo.uxml --el <selector> — auto-supersamples small elements: after layout settles, if the element's max dimension is under 600px the root tree is rescaled (up to 8x) and re-rendered before crop. Avoids tiny blurry thumbnails like 168x9 for .checkbox-group.

Fixed

  • SAVE on an Untitled scene no longer opens a native Save dialog that blocks Unity's main thread. Returns a clear error pointing to the SAVE <path> form instead.
  • SCREENSHOT gameview no longer steals focus from a docked tab. Removed the gameView.Focus() call — Repaint + RepaintImmediately is sufficient to refresh the backing buffer.
  • SCREENSHOT Assets/Foo.uxml — render window position now set BEFORE ShowPopup so the offscreen popup never flashes at the default location for one frame.
  • SCREENSHOT Assets/Foo.uxml — multi-pass repaint pump (RepaintImmediately + MarkDirtyRepaint, 50ms gap, 6 passes) before final GrabPixels so dynamic font atlas / TMP measure-then-relayout cycles settle and text positions stabilize.

Internal

  • CheckStuckDomainReload (DIAG): now gathers progress evidence before recommending KILL+OPEN. Samples Editor.log mtime, Unity process CPU% over a 1.2s window, and Win32 progress-bar movement (PBM_GETPOS sent cross-process to msctls_progress32 children of any open dialog). Verdict is "still working" if any signal is active, "appears frozen" only when all three are quiet — then suggests DIAG → WAKEUP → KILL in order.
  • CheckStuckDomainReload: adaptive threshold for compiling/reloading states — uses max(60, max(180, compileAvg * 3)) so a normal 90-180s compile on a big project no longer triggers stuck warnings. importing keeps the lower 60s threshold.

Install: irm https://raw.githubusercontent.com/oddgames/clibridge4unity/main/install.ps1 | iex