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## [10.1.0] - 2020-10-12

### Added
- Added context options "Move to Top", "Move to Bottom", "Expand All" and "Collapse All" for volume components.

### Added
- Added the support of input system V2

### Fixed
- Fixed the scene view to scale correctly when hardware dynamic resolution is enabled (case 1158661)
- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled

## [10.0.0] - 2019-06-10

### Added
- Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP.
- Add api documentation for TextureCombiner.
- Add tooltips in LookDev's toolbar.
- Add XRGraphicsAutomatedTests helper class.

### Fixed
- Fixed compile errors for platforms with no VR support
- Replaced reference to Lightweight Render Pipeline by Universal Render Pipeline in the package description
- Fixed LighProbes when using LookDev.
- Fix LookDev minimal window size.
- Fix object rotation at instentiation to keep the one in prefab or used in hierarchy.
- Fixed shader compile errors when trying to use tessellation shaders with PlayStation VR on PS4.
- Fixed shader compile errors about LODDitheringTransition not being supported in GLES2.
- Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4.
- Fixed a bug where Unity would crash if you tried to remove a Camera component from a GameObject using the Inspector window, while other components dependended on the Camera component.
- Fixed errors due to the debug menu when enabling the new input system.
- Fix LookDev FPS manipulation in view
- Fix LookDev zoom being stuck when going near camera pivot position
- Fix LookDev manipulation in view non responsive if directly using an HDRI
- Fix LookDev behaviour when user delete the EnvironmentLibrary asset
- Fix LookDev SunPosition button position
- Fix LookDev EnvironmentLibrary tab when asset is deleted
- Fix LookDev used Cubemap when asset is deleted
- Fixed the definition of `rcp()` for GLES2.
- Fixed copy/pasting of Volume Components when loading a new scene
- Fix LookDev issue when adding a GameObject containing a Volume into the LookDev's view.
- Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file
- Fixed the texture curve being destroyed from another thread than main (case 1211754)
- Fixed unreachable code in TextureXR.useTexArray
- Fixed GC pressure caused by `VolumeParameter<T>.GetHashCode()`
- Fixed issue when LookDev window is opened and the CoreRP Package is updated to a newer version.
- Fix LookDev's camera button layout.
- Fix LookDev's layout vanishing on domain reload.
- Fixed issue with the shader TransformWorldToHClipDir function computing the wrong result.
- Fixed division by zero in `V_SmithJointGGX` function.
- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086)
- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)
- Fix a compil error on OpenGL ES2 in directional lightmap sampling shader code
- Fix hierarchicalbox gizmo outside facing check in symetry or homothety mode no longer move the center
- Fix artifacts on Adreno 630 GPUs when using ACES Tonemapping
- Fixed a null ref in the volume component list when there is no volume components in the project.
- Fixed issue with volume manager trying to access a null volume.

### Changed
- Restored usage of ENABLE_VR to fix compilation errors on some platforms.
- Only call SetDirty on an object when actually modifying it in SRP updater utility
- Set depthSlice to -1 by default on SetRenderTarget() to clear all slices of Texture2DArray by default.
- ResourceReloader will now add additional InvalidImport check while it cannot load due to AssetDatabase not available.
- Replaced calls to deprecated PlayerSettings.virtualRealitySupported property.
- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1
- Updated macros to be compatible with the new shader preprocessor.
- Updated shaders to be compatible with Microsoft's DXC.
- Changed CommandBufferPool.Get() to create an unnamed CommandBuffer. (No profiling markers)
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45 changes: 24 additions & 21 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,37 +4,25 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [8.2.0] - 2020-07-08
## [10.1.0] - 2020-10-12

Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [8.1.0] - 2020-04-21
### Added
- Added context options "Move to Top", "Move to Bottom", "Expand All" and "Collapse All" for volume components.

### Added
- Add tooltips in LookDev's toolbar.
- Added the support of input system V2

### Fixed
- Fixed issue when LookDev window is opened and the CoreRP Package is updated to a newer version.
- Fixed copy/pasting of Volume Components when loading a new scene
- Fix LookDev's camera button layout.
- Fix LookDev's layout vanishing on domain reload.
- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086)
- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)
- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions.
- Fixed issue with blue line in prefabs for volume mode.
- Fix hierarchicalbox gizmo outside facing check in symetry or homothety mode no longer move the center
- Fixed the scene view to scale correctly when hardware dynamic resolution is enabled (case 1158661)
- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled

## [8.0.1] - 2020-02-25

Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [8.0.0] - 2020-02-25
## [10.0.0] - 2019-06-10

### Added
- Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP.
- Add api documentation for TextureCombiner.
- Add tooltips in LookDev's toolbar.
- Add XRGraphicsAutomatedTests helper class.

### Fixed
- Fixed compile errors for platforms with no VR support
Expand All @@ -55,11 +43,24 @@ The version number for this package has increased due to a version update of a r
- Fix LookDev EnvironmentLibrary tab when asset is deleted
- Fix LookDev used Cubemap when asset is deleted
- Fixed the definition of `rcp()` for GLES2.
- Fixed copy/pasting of Volume Components when loading a new scene
- Fix LookDev issue when adding a GameObject containing a Volume into the LookDev's view.
- Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file
- Fixed the texture curve being destroyed from another thread than main (case 1211754)
- Fixed unreachable code in TextureXR.useTexArray
- Fixed GC pressure caused by `VolumeParameter<T>.GetHashCode()`
- Fixed issue when LookDev window is opened and the CoreRP Package is updated to a newer version.
- Fix LookDev's camera button layout.
- Fix LookDev's layout vanishing on domain reload.
- Fixed issue with the shader TransformWorldToHClipDir function computing the wrong result.
- Fixed division by zero in `V_SmithJointGGX` function.
- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086)
- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)
- Fix a compil error on OpenGL ES2 in directional lightmap sampling shader code
- Fix hierarchicalbox gizmo outside facing check in symetry or homothety mode no longer move the center
- Fix artifacts on Adreno 630 GPUs when using ACES Tonemapping
- Fixed a null ref in the volume component list when there is no volume components in the project.
- Fixed issue with volume manager trying to access a null volume.

### Changed
- Restored usage of ENABLE_VR to fix compilation errors on some platforms.
Expand All @@ -69,6 +70,8 @@ The version number for this package has increased due to a version update of a r
- Replaced calls to deprecated PlayerSettings.virtualRealitySupported property.
- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1
- Updated macros to be compatible with the new shader preprocessor.
- Updated shaders to be compatible with Microsoft's DXC.
- Changed CommandBufferPool.Get() to create an unnamed CommandBuffer. (No profiling markers)

## [7.1.1] - 2019-09-05

Expand Down
6 changes: 4 additions & 2 deletions Editor/CoreEditorUtils.cs
Original file line number Diff line number Diff line change
Expand Up @@ -227,14 +227,15 @@ public static void DrawMultipleFields(GUIContent label, SerializedProperty[] ppt
public static void DrawSplitter(bool isBoxed = false)
{
var rect = GUILayoutUtility.GetRect(1f, 1f);
float xMin = rect.xMin;

// Splitter rect should be full-width
rect.xMin = 0f;
rect.width += 4f;

if (isBoxed)
{
rect.xMin = EditorGUIUtility.singleLineHeight;
rect.xMin = xMin == 7.0 ? 4.0f : EditorGUIUtility.singleLineHeight;
rect.width -= 1;
}

Expand Down Expand Up @@ -299,6 +300,7 @@ public static bool DrawHeaderFoldout(GUIContent title, bool state, bool isBoxed
{
const float height = 17f;
var backgroundRect = GUILayoutUtility.GetRect(1f, height);
float xMin = backgroundRect.xMin;

var labelRect = backgroundRect;
labelRect.xMin += 16f;
Expand Down Expand Up @@ -328,7 +330,7 @@ public static bool DrawHeaderFoldout(GUIContent title, bool state, bool isBoxed
{
labelRect.xMin += 5;
foldoutRect.xMin += 5;
backgroundRect.xMin = EditorGUIUtility.singleLineHeight;
backgroundRect.xMin = xMin == 7.0 ? 4.0f : EditorGUIUtility.singleLineHeight;
backgroundRect.width -= 1;
}

Expand Down
117 changes: 116 additions & 1 deletion Editor/Debugging/DebugUIDrawer.Builtins.cs
Original file line number Diff line number Diff line change
Expand Up @@ -369,7 +369,13 @@ public override bool OnGUI(DebugUI.Widget widget, DebugState state)
EditorGUI.BeginChangeCheck();
Enum value = w.GetValue();
var rect = PrepareControlRect();
value = EditorGUI.EnumFlagsField(rect, EditorGUIUtility.TrTextContent(w.displayName), value);

// Skip first element (with value 0) because EditorGUI.MaskField adds a 'Nothing' field anyway
var enumNames = new string[w.enumNames.Length - 1];
for (int i = 0; i < enumNames.Length; i++)
enumNames[i] = w.enumNames[i + 1].text;
var index = EditorGUI.MaskField(rect, EditorGUIUtility.TrTextContent(w.displayName), (int)Convert.ToInt32(value), enumNames);
value = Enum.Parse(value.GetType(), index.ToString()) as Enum;

if (EditorGUI.EndChangeCheck())
Apply(w, s, value);
Expand Down Expand Up @@ -640,4 +646,113 @@ public override void End(DebugUI.Widget widget, DebugState state)
EditorGUILayout.EndVertical();
}
}

/// <summary>
/// Builtin Drawer for Table Debug Items.
/// </summary>
[DebugUIDrawer(typeof(DebugUI.Table))]
public sealed class DebugUIDrawerTable : DebugUIDrawer
{
/// <summary>
/// OnGUI implementation for Table DebugUIDrawer.
/// </summary>
/// <param name="widget">DebugUI Widget.</param>
/// <param name="state">Debug State associated with the Debug Item.</param>
/// <returns>The state of the widget.</returns>
public override bool OnGUI(DebugUI.Widget widget, DebugState state)
{
var w = Cast<DebugUI.Table>(widget);
var header = w.Header;

// Put some space before the array
PrepareControlRect(EditorGUIUtility.singleLineHeight * 0.5f);

// Draw an outline around the table
var rect = EditorGUI.IndentedRect(PrepareControlRect(header.height + (w.children.Count + 1) * EditorGUIUtility.singleLineHeight));
rect = DrawOutline(rect);

// Compute rects
var headerRect = new Rect(rect.x, rect.y, rect.width, header.height);
var contentRect = new Rect(rect.x, headerRect.yMax, rect.width, rect.height - headerRect.height);
var viewRect = new Rect(contentRect.x, contentRect.y, header.state.widthOfAllVisibleColumns, contentRect.height);
var rowRect = contentRect;
rowRect.height = EditorGUIUtility.singleLineHeight;
viewRect.height -= EditorGUIUtility.singleLineHeight;

// Show header
header.OnGUI(headerRect, Mathf.Max(w.scroll.x, 0f));

// Show array content
w.scroll = GUI.BeginScrollView(contentRect, w.scroll, viewRect);
{
var columns = header.state.columns;
var visible = header.state.visibleColumns;
for (int r = 0; r < w.children.Count; r++)
{
var row = Cast<DebugUI.Container>(w.children[r]);
rowRect.x = contentRect.x;
rowRect.width = columns[0].width;

rowRect.xMin += 2;
rowRect.xMax -= 2;
EditorGUI.LabelField(rowRect, GUIContent.none, EditorGUIUtility.TrTextContent(row.displayName));
rowRect.xMin -= 2;
rowRect.xMax += 2;

for (int c = 1; c < visible.Length; c++)
{
rowRect.x += rowRect.width;
rowRect.width = columns[visible[c]].width;
DisplayChild(rowRect, row.children[visible[c] - 1], w.isReadOnly);
}
rowRect.y += rowRect.height;
}
}
GUI.EndScrollView(false);

return false;
}

internal Rect DrawOutline(Rect rect)
{
if (Event.current.type != EventType.Repaint)
return rect;

float size = 1.0f;
var color = EditorGUIUtility.isProSkin ? new Color(0.12f, 0.12f, 0.12f, 1.333f) : new Color(0.6f, 0.6f, 0.6f, 1.333f);

Color orgColor = GUI.color;
GUI.color = GUI.color * color;
GUI.DrawTexture(new Rect(rect.x, rect.y, rect.width, size), EditorGUIUtility.whiteTexture);
GUI.DrawTexture(new Rect(rect.x, rect.yMax - size, rect.width, size), EditorGUIUtility.whiteTexture);
GUI.DrawTexture(new Rect(rect.x, rect.y + 1, size, rect.height - 2 * size), EditorGUIUtility.whiteTexture);
GUI.DrawTexture(new Rect(rect.xMax - size, rect.y + 1, size, rect.height - 2 * size), EditorGUIUtility.whiteTexture);

GUI.color = orgColor;
return new Rect(rect.x + size, rect.y + size, rect.width - 2 * size, rect.height - 2 * size);
}

internal void DisplayChild(Rect rect, DebugUI.Widget child, bool disable)
{
rect.xMin += 2;
rect.xMax -= 2;
if (child.GetType() == typeof(DebugUI.Value))
{
var widget = Cast<DebugUI.Value>(child);
EditorGUI.LabelField(rect, GUIContent.none, EditorGUIUtility.TrTextContent(widget.GetValue().ToString()));
}
else if (child.GetType() == typeof(DebugUI.ColorField))
{
var widget = Cast<DebugUI.ColorField>(child);
using (new EditorGUI.DisabledScope(disable))
EditorGUI.ColorField(rect, GUIContent.none, widget.GetValue(), false, widget.showAlpha, widget.hdr);
}
else if (child.GetType() == typeof(DebugUI.BoolField))
{
var widget = Cast<DebugUI.BoolField>(child);
using (new EditorGUI.DisabledScope(disable))
EditorGUI.Toggle(rect, GUIContent.none, widget.GetValue());
}
}
}
}
6 changes: 0 additions & 6 deletions Editor/Debugging/DebugWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -381,12 +381,6 @@ void OnGUI()
DebugManager.instance.Reset();
GUILayout.EndHorizontal();

// We check if the legacy input manager is not here because we can have both the new and old input system at the same time
// and in this case the debug menu works correctly.
#if !ENABLE_LEGACY_INPUT_MANAGER
EditorGUILayout.HelpBox("The debug menu does not support the new Unity Input package yet. inputs will be disabled in play mode and build.", MessageType.Error);
#endif

using (new EditorGUILayout.HorizontalScope())
{
// Side bar
Expand Down
10 changes: 7 additions & 3 deletions Editor/FilterWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -232,6 +232,8 @@ void OnDisable()
s_FilterWindow = null;
}

void OnLostFocus() => Close();

internal static bool ValidateAddComponentMenuItem()
{
return true;
Expand Down Expand Up @@ -374,7 +376,6 @@ internal void OnGUI()
if (!m_ActiveParent.WantsFocus)
{
EditorGUI.FocusTextInControl("ComponentSearch");
Focus();
}

var searchRect = GUILayoutUtility.GetRect(10, 20);
Expand Down Expand Up @@ -455,8 +456,11 @@ void HandleKeyboard()

if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)
{
GoToChild(m_ActiveElement, true);
evt.Use();
if (m_ActiveElement != null)
{
GoToChild(m_ActiveElement, true);
evt.Use();
}
}

// Do these if we're not in search mode
Expand Down
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