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[Backport 7.x.x]] Fixed decal duplication when editing a prefab in context #1108

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JulienIgnace-Unity
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@JulienIgnace-Unity JulienIgnace-Unity commented Jul 2, 2020

anisunity and others added 30 commits April 3, 2020 12:22
…ing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
…r inspector would not update the default volume editor. #6493
* Update Glossary.md

* Update Glossary.md
* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog
…ets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…when the material has a clear coat (lit shader). (#21)

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

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
JordanL8 and others added 18 commits May 15, 2020 17:19
* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs
…n a volume component would reset the cursor every time. (#988)

* Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.

* Update changelog
…e updated for a new scene until it's reloaded at least once. (#990)

* Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs

* Update changelog
* Add guards to shadow includes

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl

* changelog
…#1093)

* Mask layers to consider only the supported 8 bits

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…#1103)

* Fixed decals being duplicated in prefab isolation mode.

* Fix decals in the player.

* Update changelog
@JulienIgnace-Unity JulienIgnace-Unity changed the title 7.x.x/hd/fix prefab decal 2 [Backport 7.x.x] Fixed decal duplication when editing a prefab in context Jul 2, 2020
@JulienIgnace-Unity JulienIgnace-Unity changed the title [Backport 7.x.x] Fixed decal duplication when editing a prefab in context [Backport 7.x.x][WaitC++] Fixed decal duplication when editing a prefab in context Jul 2, 2020
@JulienIgnace-Unity JulienIgnace-Unity changed the title [Backport 7.x.x][WaitC++] Fixed decal duplication when editing a prefab in context [Backport 7.x.x]] Fixed decal duplication when editing a prefab in context Jul 8, 2020
Base automatically changed from 7.x.x/hd/staging to 7.x.x/release August 4, 2020 11:37
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The issue this was fixing is actually not present in 19.4 making this PR obsolete.

@JulienIgnace-Unity JulienIgnace-Unity deleted the 7.x.x/hd/fix-prefab-decal-2 branch August 6, 2020 10:40
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