* Updated README
* ScriptableObjectList now implements IList
* Made ScriptableObjectList field a List again
* Fixed problems related to changing IList to List
* Update Source/Base/ScriptableObjectList.cs
Co-Authored-By: mutmedia <gustavo.ceci95@gmail.com>
* Add abstract modifier to all generic classes meant not to be instantiated directly as the intent is to specify a pattern for a closed type that can be serialized.
* Added sealed keyword to all closed types. This is an incidental performance improvement for mobile and desktop platforms utilizing il2cpp due to the way unsealed vs sealed virtual methods are handled in generated C++ code.
* Also sealed all inspectors to mark them as closed types.
* Dropped all where constraints to the next line as most of these class declarations break 120-130 characters. This should help improve readability and make this style consistent as it has been in use for the most-complex generic types already, but not for others.
* Dropped all generic type parameters (generally) numbering three or more to the next line to improve readability.
* Where found, added empty lines between property/field declarations in classes to improve readability.
* Extracted several 2x event classes into their own files to match convention established by other event classes.
* Removed unecessary meta files for C# solution.
* Added compiler options file (csc.rsp) file for the Unity project and added global warning ignore for 0649 (Field 'field' is never assigned to, and will always have its default value 'value'). This is necessary since 2018.3 switched the compiler to Roslyn and by design they have decided to not suppress this warning for monobehavior fields that are private, but serialized. This is very widely contested as most developers will not make every field needed to be assigned in the Editor as public (breaks encapsulation, opens surface area for bugs) and this can in some cases generate hundreds if not thousands of warnings. Adding the compiler options file suppresses this warning which also may hide legitimate warnings, but is far the lesser of two evils.
* Moved example scripts not in a namespace to UnityAtoms.Examples.
* Reordered public/private fields and properties to be consistent. Order is as follows; public and private properties followed by public/private fields.
* Renamed private fields to use '_' prefix and marked public fields as private where only used internally. Marked these fields with FormerlySerializedAs attribute to preserve older serialized values already in use.
* Removed redundant initialization of null to reference types as this is their default value.
* Marked implicitly private methods and members without an access modifier as explicitly private.
* Updated unit tests to use new private name field when getting private member field info.
* Replaced foreach with for loop usage in AtomicTags. Also renamed local variable tag to atomicTag to avoid hiding existing member.
* Previously in AtomicTags a #if UNITY_EDITOR was used around a portion of the code in OnValidate for editor-only code, but in truth this method is called only from the editor when selected in the inspector. I have moved this #if to surround the whole method.
* Added .gitattributes file to force line-endings to Mac/Linux style (LF). This should help prevent files created across multiple platforms from being committed with the wrong EOL character.
* Unified all line endings in project to align with .editorconfig; all end-of-line characters have been set to LF and new-lines placed at the end of every file if not present.