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ToolBarSceneSelection should check playmode change

ToolBarSceneSelection's Draw handling of the dropdown conflicts with opening scenes for playing.
As this changes the lists content (rebuild), the scene is opened implicitly (again) by this action (GUI.changed).
This becomes noticable if the ToolbarStartFromFirstScene button is used. The internal reopening of the scene prolongs the playmode start and the regular unity toolbar buttons don't show the entering-playmode-state change (play-button being visually pressed down).
This little change works around this (in DrawSceneDropdown() - ToolbarSceneSelection.cs):
if ((scenePath) == scenesPopupDisplay[selectedSceneIndex].path && !EditorApplication.isPlayingOrWillChangePlaymode) // check for entering playmode here

Doesn't work in 2021.

It draws GUI elements on toolbar but they don't properly react on mouse events... e.g. scene drown-down does nothing on click.

Exception after exiting the play mode

ArgumentException: Scene file not found: ''.
UnityEditor.SceneManagement.EditorSceneManager.OpenScene (System.String scenePath, UnityEditor.SceneManagement.OpenSceneMode mode) (at <007193b7fa9c4ad1be5b26df6a654213>:0)
UnityEditor.SceneManagement.EditorSceneManager.OpenScene (System.String scenePath) (at <007193b7fa9c4ad1be5b26df6a654213>:0)
ToolbarStartFromFirstScene.LogPlayModeState (UnityEditor.PlayModeStateChange state) (at Library/PackageCache/com.smkplus.custom-toolbar@34d4c8580b/Editor/CustomToolbar/Scripts/ToolbarElements/ToolbarStartFromFirstScene.cs:40)
UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at <007193b7fa9c4ad1be5b26df6a654213>:0)

Unity 2019.1.6f1

I have errors after fix using that UIElements no longer in Experimental

PastedGraphic-1

Missing Release (Therefore no OpenUPM version)

Currently the asset can't be installed through openupm, since it is missing a github release.

To add a version to OpenUPM just add a git-tag (like 1.0.0) to the commit that should be used for the version :)

CONTRIBUTING.md

In my opinion, we should create a document with a contribution protocol from now on. Because the code is getting complicated. Let's talk about this together if you have any opinions about it.

Cannot distinguish scenes with the same name.

In some cases, most of asset from asset store provides several example scenes that uses common names such as Main.unity, SampleScene.unity, Scene.unity and Test.unity. Distinguishing by name of scene might cause malfunction. So my suggestion is to use path to take uniqueness instead of name.

If you don't mind, I'll PR this branch.
Appreciate.

Publish at Asset store?

What about publishing asset at Unity Asset Store? I think that asset pretty usefull and it should be in the store.

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