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Fix range for HDRP Asset settings #4978
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5945333
[HDRP] Fix AxF debug output in certain configurations (#4641)
pmavridis 64a6c13
Fix SSR accumulation white flash (#4648)
FrancescoC-unity f49b710
Display Info Box when MSAA + ray tracing is onr (#4627)
FrancescoC-unity 05cc16a
Fix distortion when resizing the window in player builds with the Gra…
pmavridis 2325e3f
Add support for the camera bridge in the graphics compositor (#4599)
pmavridis c09379f
Merge branch 'master' into hd/bugfix
sebastienlagarde b5962c9
Fix Jittered Project Matrix Infinite Far Clip Plane (#4638)
johnpars 77b6b7f
Fixed a memory leak related to not disposing of the RTAS at the end H…
anisunity bf941a9
Fix custom pass utils Blur + Copy overdraw. (#4623)
alelievr 806dfbe
Fix draw procedural invalid pass idx 1 on first template load (#4632)
FrancescoC-unity 88779ea
Changed light reset to preserve type (#4624)
adrien-de-tocqueville 30fffd5
Revert "Add support for the camera bridge in the graphics compositor …
sebastienlagarde aabbb4b
AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc …
slunity dfdb311
Revert "Revert "Add support for the camera bridge in the graphics com…
sebastienlagarde 891fda0
revert: Fix distortion when resizing the window in player builds with…
sebastienlagarde 7b17e06
Merge branch 'master' into hd/bugfix
sebastienlagarde 32df1bf
Merge branch 'master' into hd/bugfix
sebastienlagarde 8fd1108
Fixed the ray traced sub subsurface scattering debug mode not display…
anisunity 0032b9c
Fix for discrepancies in saturation and intensity between screen spac…
FrancescoC-unity 41716f0
Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit…
johnpars 333c800
[HDRP] Fix VfX lit particle AOV output color space (#4646)
pmavridis 809316c
[HDRP][Path Tracing] Fixed transparent unlit (#4605)
eturquin 7b1ad29
Merge branch 'master' into hd/bugfix
sebastienlagarde 08a578d
Fix distortion with MSAA (#4711)
sebastienlagarde 3c418c0
Fix contact shadow debug views (#4720)
FrancescoC-unity 352f65d
Update Decal-Projector.md (#4695)
adrien-de-tocqueville acc5073
[HDRP] Fixed nullref when deleting the texture asset assigned in a lo…
alelievr fd54a00
Merge branch 'master' into hd/bugfix
sebastienlagarde 1672dc6
Fix decal layer enum (#4753)
sebastienlagarde c40c5c5
Fix typo
sebastienlagarde b443d6e
Fixed reflection probes being injected into the ray tracing light clu…
anisunity bc1d498
Ignore hybrid duplicated reflection probes during light baking (#4663)
adrien-de-tocqueville 99bc6fd
Fix double sided option moving when toggling it in the material UI (#…
alelievr 4a184af
Merge branch 'master' into hd/bugfix
sebastienlagarde d2368ba
Fix formatting
sebastienlagarde e5521be
Merge branch 'master' into hd/bugfix
sebastienlagarde 97a953e
Fix volumetric fog in planar reflections (#4736)
FrancescoC-unity 419850b
Fix motion blur compute dispatch size (#4737)
adrien-de-tocqueville fc7efde
- Updated the recursive rendering documentation (case 1338639). (#4759)
anisunity ca93d88
Fix issue with OnDemand directional shadow map being corrupted when r…
FrancescoC-unity c674c41
Fix cropping issue with the compositor camera bridge (#4802)
pmavridis e47a172
Fix for unused resources in depth of field (#4796)
Adrian1066 131d1cd
Merge branch 'master' into hd/bugfix
sebastienlagarde 666d37f
Merge branch 'master' into hd/bugfix
sebastienlagarde 61518ea
Removing the word Radii from exposure settings (#4854)
FrancescoC-unity 85ebbc2
[HDRP][Path Tracing] Support for shadow mattes (#4745)
eturquin ad127f5
Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)"
sebastienlagarde 2c08712
Fixed the transparent cutoff not working properly in semi-transparent…
anisunity 83ddbed
Use non jittered projection in outline pass (#4836)
adrien-de-tocqueville 2d9d391
[HDRP][Path Tracing] Sky settings now properly taken into account whe…
eturquin 30cbb05
Fix Resolution Issues for Physically Based Depth of Field (#4848)
johnpars 5c6b711
Fixed bug introduced by sky-for-recorder support. (#4906)
eturquin 3cb7354
[Fogbugz 1341576] Memory leaks when the player is paused, and the use…
kecho 1ee6c2d
Merge branch 'master' into hd/bugfix
sebastienlagarde 7615d7b
[HDRP] Fixed shadergraph double save (#4916)
alelievr be0e48e
Merge master
sebastienlagarde 30135ea
Write 0 instead of micro sized motion vectors + fix extremely fast ve…
FrancescoC-unity df51161
[HDRP] Fix material upgrader (#4821)
alelievr 2bc152b
[HDRP] Fix custom pass volume not executed in scene view (#4860)
alelievr bac78c1
Merge branch 'master' of https://github.com/Unity-Technologies/Graphi…
JulienIgnace-Unity b0442c6
Fix reflection probe tootltip (#4890)
adrien-de-tocqueville 51af23d
Updated the Physically Based Sky documentation for baked lights (#4891)
adrien-de-tocqueville 7f5b564
Fixed remapping of depth pyramid debug (#4893)
JulienIgnace-Unity 24b3ea9
Fix wobble-like (or tearing-like) SSAO issues when temporal reproject…
FrancescoC-unity 3f2772b
Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926)
johnpars 4d1c13c
Merge branch 'master' into hd/bugfix
sebastienlagarde 0bc3a8b
Merge master
sebastienlagarde 0833363
Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal r…
sebastienlagarde b307e87
Merge branch 'master' into hd/bugfix
sebastienlagarde cf4b12c
Fix range for HDRP Asset settings
adrien-de-tocqueville 2f4a545
Fix GBuffer depth debug mode (#5054)
adrien-de-tocqueville 1772558
Fixed Volume Gizmo size when rescaling parent GameObject (#4915)
adrien-de-tocqueville d88d1eb
Fix Vertex Color Mode documentation (#4976)
adrien-de-tocqueville 6692daf
Merge master
sebastienlagarde 8ef3637
Fix wobble-like (or tearing-like) SSAO issues when temporal reproject…
FrancescoC-unity 5dd669e
Fix formatting in NestedOverrideCameraRendering
sebastienlagarde c623adc
Merge branch 'hd/bugfix' into hd/hdrp-settings-fix
adrien-de-tocqueville 7b35cbc
code doc
adrien-de-tocqueville 925899d
Merge branch 'master' into hd/hdrp-settings-fix
sebastienlagarde 129ec8d
Merge branch 'master' into hd/hdrp-settings-fix
adrien-de-tocqueville a3ae0f6
Merge branch 'master' into hd/hdrp-settings-fix
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The Range Attribut only work for inspector display.
You need to transform the field visibility and use a property to actually ensure we cannot go over ranges by scripts.
E.G.:
public int toto = 42;
should become
Also, I never tried the attribute on an array. Have you tested it really clamp in the inspector for each cells? (being curious here)
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Yes the range tag works on an array, it's pretty cool.
For the property part, i don't see how to do that with array though, because i can't define a set/get on the array elements. I could change them to objects and use indexers, but that changes the way serialization works. I would get
instead of
which requires a migration and also breaks existing code accessing the values using serializedproperties, and I don't think there's a way around that.
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Ha yes. I don't see how we can do it nicely without migration nor reimplementing the array :/ So lets drop that for array for now. But then please add comments on the limitation in the documentation of these fields.
The good things to do would be to have the array private and an accessor method like
because here, even the size can be changed by script as we can reassign a whole new array and if I am not wrong, it seams that the size is driven by the mechanism here and not fully editable.
But doing this is a breaking API change :/ So I assume we don't go this way right now. (@JulienIgnace-Unity for awareness)
By the way, changing things for a SerializedProperty path is acceptable. It is not direct public API anyway but more a reflection like mechanism.
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actually there is kind of a way. It would require having both:
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nevermind it wouldn't work, they would need to both have the same name
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Well at this point you could go this way. But it is almost like reimplementing the array
ISerializationCallbackReceiver have a small cost at each serialization/Deserialization. I am not sur of the usage of those array and I am pretty sur it only works on MonoBehaviour and we are in a custom class here.
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Breaking API change are :
Soft change are most of the time ok. In SemVer it would be in the minor update if we followed it completely. While Hard change require a deprecation plan and should only be in major change in SemVer.
Now that we are bound to unity version, it is realease management that define what is acceptable or not. I know they allowed soft changes in several cases so I assume it would be ok to do that without changing major unity version.