Changelog
All notable changes to FontOps
[1.0.0] — 2026-04-07
Added
- Palette Extractor tool tab: AI-assisted prompt to analyze selected text components and recommend palette roles, with importable JSON output and one-click Import JSON button
- Smart Role Recommendation: auto-analyze text vs palette and recommend closest role or suggest new ones
- Auditor Ignore System: mark text components to exclude from compliance checks
- Role Naming Guide in documentation
- Responsive editor layout: docks at any size, compact mode below 700px
- Scoreboard demo samples (tactical vs party themes) with pre-built palettes for first-time user experience
- FontOps Playground sample: guided FTUE scene with reusable RoleSection prefab
- FontPaletteApplier runtime component: per-property override toggles, custom inspector with live preview, comparison table, and Undo-supported apply
- Self-contained HTML documentation with CSS mockups of every UI panel
- Documentation buttons: sidebar footer DOCS button + Settings section 05
- UIDesignTokens.cs centralizing all inline style values
- Third Party Notices.md and EULA-compatible LICENSE.md
Changed
- Package renamed from “Font Manager” to “FontOps” across all branding, menus, and documentation
- Package technical name changed to
dev.davgtz.fontops (Asset Store alignment)
- C# namespaces changed from
DGD.FontManager to dev.davgtz.fontops
- Menu path simplified to Tools → FontOps
- Dynamic package root resolution supports both Packages/ and Assets/ install paths (Asset Store compatible)
- Atlas Size and Generate Atlas settings now wired to TMP asset creation (default: 1024, Dynamic)
- Auditor asset groups start collapsed after scan
- All hardcoded inline styles replaced with design token references
- Documentation folder visible in Asset Store packages
Fixed
- TwoPaneSplitView crash when opening Text Editor tab
- Editor panel collapse button not working
- Generate Atlas and Atlas Size settings were stored but never used
- Tools tab UX improvements for palette extractor workflow
[0.3.0] — 2026-04-05
Added
- Font Scanner tool tab: full-project font asset discovery, source classification (Google/Package/Custom), duplicate detection with MD5 hashing, font organization, TMP asset creation
- Text Auditor tool tab: hierarchy-based view of all text components across scenes and prefabs, prefab instance detection with override tracking, compliance filter pills, inline EDIT/IGNORE/RESTORE actions
- Text Editor tool tab: dedicated editing view with font, style, size, spacing, color fields and palette role application
- Compliance auto-runs on scan when a palette is selected
- Scanner ignored fonts persistence via EditorPrefs
- UPM Samples: Scoreboard demo scenes (tactical vs party) with shared prefabs and pre-built palettes
Changed
- Tools tab redesigned from flat collapsibles to sub-tabbed layout (Font Scanner | Text Auditor | Text Editor)
- Removed Find & Replace tab (redundant with auditor + editor workflow)
[0.2.0] — 2026-04-01
Added
- “Architectural Utility” dark UI redesign with design token system
- Collapsible sidebar navigation with Unity built-in icons
- My Fonts tab with sub-tabs: font library + palette editor
- Palette system: inline role editing, type system preview, import/export, autosave, dirty tracking with snapshot restore
- Font variant palette role tags
- Paginated search with category pills and sort modes
- Expandable font cards with right inspector panel
[0.1.0] — 2026-03-25
Added
- Initial package structure and UPM manifest
- Font Palette system with typographic roles (Header, Subheader, Body, Caption, Button, Custom)
- Google Fonts integration with optional API key support
- Font Swapper for project-wide font find-and-replace
- Compliance Checker to audit text components against palette rules
- Editor window with Browse, Palette, Swap, Audit, and Settings tabs