Skip to content

Conversation

sebastienlagarde
Copy link
Contributor

@sebastienlagarde sebastienlagarde commented Apr 22, 2020

Purpose of this PR


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

anisunity and others added 30 commits March 17, 2020 12:14
…volume debug menu is on ColorAndEdge. (#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… lack of support of vertex animation (#6204)

* Update documentation to mention more explicitely the lack of support  of vertex animation

* Update Ray-Tracing-Getting-Started.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ct transparents" (#6202)

* Make subsection in decal debug menu

* changelog
* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…using the same mesh renderer. (#6197)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…valuated on the neighborhood of the sampled history. (#6254)
# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
fabien-unity and others added 23 commits April 16, 2020 10:11
…when the material has a clear coat (lit shader). (#20)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Reviewed Contexts and terminology.

* Began reviewing Events

* Added sticky notes doc and reviewed Events

* Update Contexts.md

* Formatted documentation.

* Update Contexts.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
…terials are now correctly exported to unity packages. (#180)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

* Update changelog
@sebastienlagarde sebastienlagarde requested a review from a team as a code owner April 22, 2020 21:06
@sebastienlagarde sebastienlagarde changed the base branch from master to 8.x.x/release April 22, 2020 21:06
@sebastienlagarde sebastienlagarde requested review from JulienIgnace-Unity and removed request for a team April 22, 2020 21:06
@sebastienlagarde sebastienlagarde merged commit b0352a1 into 8.x.x/release Apr 22, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.