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Changelog

What changed, release by release.

The same file that ships inside the package, currently at version 1.5.0. Semantic versioning, Keep a Changelog format. Fixes are described by what broke, not by ticket number.

Changelog

All notable changes to UGTK are recorded here. The format follows Keep a Changelog, and versions follow Semantic Versioning.

[1.5.0] - 2026-09-06

Removed

  • Nine systems left the package: Youtube Downloader, Dropbox Api, Stripe Payment, User Credential, Leads Generation, Image To Text, Photo, Photo WEBGL and Camera Recording. They handled third-party media, personal data, payments, cloud credentials or a webcam: liabilities a game toolkit should not carry, and none of them was a game system. Nothing else depended on them.
  • Six catalogue entries that promised code that did not exist yet (Size, Inventory, Items, Resource, Notify, Vibration placeholders).

Changed

  • Third-Party Notices.md now lists what the package really contains: ZXing.Net and ffmpeg moved to "not included" (they belong to systems that are not in the published catalogue), the font table points at the fonts that actually ship, and the remaining binaries are named.
  • "Windows Device Management" is now Desktop Window Controls: it is three window helpers (quit, full screen, minimize), and the old name read like device administration.
  • Third-Party Notices.md also lists the external services actually called at runtime (timeapi.io, api.qrserver.com, api.openai.com for the Visual Novel generator).

Fixed

  • Security: the Table Management PHP connection shipped a real database user and password. It is a placeholder now. Rotate that password if you ever deployed those scripts.
  • Security: the account endpoint get_user_data.php returned the stored password hash to the client. It no longer selects or sends it.

Added

  • 2D Platform framework: Platform2D_Odyssey, a 52-screen level built from 16 designed zones, with lifts, switch-doors, keys, crumbling bridges, water and cannons.
  • Mn_P2dChunkCuller: keeps only what is around the camera active, so a long level costs the same as a short one (2800 active objects down to about 130 on Odyssey).
  • Mn_P2dParallaxLayer and a three-layer background (sky, hills, clouds) built from the Kenney set.
  • Tile themes per zone with automatic edge tiles, and fills imported with Wrap = Repeat so a tiled Image is one quad and Unity never reports "Too many sprite tiles".
  • Checkpoint data is now scoped to the scene that wrote it.

[1.4.16] - 2026-09-05

Added

  • Third-Party Notices.md, listing every bundled and referenced third-party component with its licence.
  • LICENSE.md.
  • DEPENDENCIES.md and Documentation~/dependencies/: the real dependency map between all modules, generated from the assembly definitions, prefabs and assets, with a 2D and a 3D interactive graph.

Changed

  • Unity 6.6 compatibility: EntityId APIs, TextMeshPro textWrappingMode, SetActiveRecursively.

[1.4.15]

Fixed

  • Gamepad rumble in the vibration manager was compiled out of every build because its conditional symbol was never defined. It now compiles and runs.
  • Removed 116 stale assembly-definition backup files and Unity scratch files that were reaching every recipient of the package.
  • Object pooling no longer recurses infinitely when the pool cannot grow.
  • The shooting system no longer consumes ammunition for shots that are never fired.
  • 28 assets that rendered pink under the Universal Render Pipeline now point at a URP material.

Changed

  • The entire codebase is now commented in English. 457 lines of Italian comments across 120 files were translated, including the XML documentation that surfaces in IntelliSense.
  • API keys and passwords are no longer shipped as default field values or serialized in prefabs.

Older history predates this file. From this version on, every release is recorded here.