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8.x.x VFX staging (Unity-Technologies#6126)
* Fix issues with CheckVFXManager (not all :() * Fix for exception when clicking stop while no debugui curve is chosen. * Fix vfxmanager not beeing called on first use of vfx. * Fix Instability in spawn test (Unity-Technologies#237) * It doesn't fix but help to receive an understandable error * *Add comment * *Disable sprite packer to speed up switch to playmode * *Use EnterPlayMode instead of Update in editor when it's relevant * *Update comment * Remove workaround to retrieve gameobject, it was actually a closure issue. * Fix case 1193602. handle correctly texture constant folding with multiple references * Regression test for case 1216631 : Exact Fixed Time Step (Unity-Technologies#231) * Add regression test for case 1216631 * Avoid corner case of 05. + 0.5 almost equals to 1 (Yamato could have one frame delay) * Clean correctly scene after test * Fix Create_Spawner_Check_Time_Mode_Update_Count * Fix missing null check for pCache (Unity-Technologies#239) * Inspector : Add message when asset is stored in bundle (Unity-Technologies#240) * Add message for properties when asset is store in asset bundle. * *Update changelog.md * Mention Inspector only constraint in graphInBundle text "Exposed properties are hidden in the Inspector when Visual Effect Assets are stored in Asset Bundles." * Fix pCache file handling (Unity-Technologies#241) * Fix case 1185677 : There was missing close of several stream leading to some locked file * *Update changelog.md * Fix age option filters out (Unity-Technologies#242) * Fix AppendVector * Fix various bugs with Position (Cone) block * 6143028 - renamed soft particle fade distance, made attributes adding text (min… (Unity-Technologies#234) * Fix for mainTexture input slot appearing during firt import in MeshOutputs. * 310c43a - Fix for nesting of VFXSubgraphContexts (Unity-Technologies#236) * cd2cd7e - fix for Convert inline to exposed property / Quick expose property does not set correct default value in parent * Fix for compilation cycling when a dependent asset is not found. * VFXUIDebug is no longet a VFXObject as it doesn't have to be. * Change the way multiple reference to the same texture is handled * Fix space issues with blocks and operators taking a camera as input * Fix issue with multiple definition of texture * Fix changelog * Update VFX Co-authored-by: Tristan Genevet <tristan@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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...jects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs
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using System; | ||
using UnityEngine; | ||
using UnityEngine.VFX; | ||
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namespace UnityEditor.VFX | ||
{ | ||
class VFXCustomSpawnerUpdateCounterTest : VFXSpawnerCallbacks | ||
{ | ||
public class InputProperties | ||
{ | ||
} | ||
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public static uint s_UpdateCount = 0u; | ||
public static float s_LastDeltaTime = 0.0f; | ||
public override void OnPlay(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) | ||
{ | ||
} | ||
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public override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) | ||
{ | ||
if (state.deltaTime != 0.0f) | ||
{ | ||
s_UpdateCount++; | ||
s_LastDeltaTime = state.deltaTime; | ||
} | ||
} | ||
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public override void OnStop(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) | ||
{ | ||
} | ||
} | ||
} |
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.../VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs.meta
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