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[VFX] Staging to Master #6689
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[VFX] Staging to Master #6689
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* Allow Set Spawn Count & Set Spawn Time TODO : List Spawn count in available variant * Fix reference lost in m_SerializableType No idea of implication of this :-/ * Squashed commit of the following: (retrieve fix from @tristan) commit c24981d7dad15100eb40a92a6a9370e9ba800acd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Oct 9 17:27:57 2020 +0200 Update message from @vlad suggestion Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757 commit a87ba18 Merge: 13b501e 296ffd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Oct 9 09:25:02 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/error-at-creation # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 13b501e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Oct 9 09:24:27 2020 +0200 *Add warning for CollisionDepthBuffer Update & Fix Changelog.md commit 4bfb1e7 Author: Tristan Genevet <tristan@unity3d.com> Date: Thu Oct 8 18:10:42 2020 +0200 Fix for displaying error from the creation of a node. * Add error feedback on failing custom spawner reference * Revert "Allow Set Spawn Count & Set Spawn Time" This reverts commit 0a6c75c. # Conflicts: # com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs * Remove unexpected change * *Revert change in changelog * *WIP* add ResolveCustomCallbackInstance Some refactor mark as "TODOPAUL" * Clean implementation : customBehavior & comment * *Add test to cover sanitize before modify references * Change namespace for builtin custom spawner & sanitize * Extend test to verify connexion * *Update changelog.md * Add specific error if customBehavior returns null * Fix corner case when ScriptableObject reference has been lost * Work but not idea with copy/past + potential leak * Better implementation : use directly "MonoScript" * Fix spawnerTest * Rename "Can't found" => "Can't find"
…pacity (#174) Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136 And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8
* Add test * Add test to cover behavior from case 1271839
* Trick ExcludeFromPreset Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject. Extend the VFXInfo is valid to filter out preset. * Fix missing ExcludeFromPreset for subgraph * *Update changelog
* Base Commit * Updated Documentation with explicit limitations. * Fixed incorrect Merge * Add regression Test * Removed Test as It can't handle Exceptions thrown in Custom Importers * Fixed value divider Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
* Update gradient test * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com>
* Initial commit * Overflow handling options for the user * Addressing mode for overflow to the choice of the user * Foldable to Constant value * Update 09_PointCache.vfx * Added reference images * Remove float-to-integer conversion * Put the choice of the output type in the Inspector only * Simplify output type handling * Sample Point cache != Attribute map => two operators * Update Branch (error .yamato/docs/editor_pinning.png) * Update SamplePointCache.cs * Update 09_PointCache.vfx * Output type set in a cogwheel * Update 09_PointCache.vfx * Revert "Update Branch (error .yamato/docs/editor_pinning.png)" This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc. * Restore vfx asset * Revert back to using generics for type handling * Update SampleAttributeMap.cs * Reformating + changelog * Update 09_PointCache.vfx * Update SamplePointCache.cs * Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap * Merge branch 'vfx/staging' into vfx/feature/sample-point-cache * Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache" This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.
* Update Pass.template * Update CHANGELOG.md
…fx-graphics into vfx/staging
* Enable LPPV in HDRP test project * Fix LPPV for gbuffer pass * Add graphics test * Update changelog
* Avoid implicit trucation in template + safe normalize setting * Update CHANGELOG.md * Added variants * Delete conditioning on GPU evaluation + conservative safe normalize Co-authored-by: Julien Fryer <julienf@unity3d.com>
# Conflicts: # TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/09_AttributeMaps.png
…-graphics/pull/176 Issue introduced at 44f497b : Incorrect VFXExpressionCondition See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z
This reverts commit ddee2e3.
Instability detected.
* Add helper to check invalid collision matrices Avoid incorrect InvFieldTransform for collision sphere, cone & SDF * Fix incorrect column extraction in GPU implementation * *Update changelog.md * Fix typo * Fix missing check zeroScale on KillSphere See https://docs.google.com/document/d/1DRbHfYL948hLPiFywFMudJJLx9vetaD-C3hA3AaUSNM/edit?disco=AAAASPDxyE8 * Fix torus when majorRadius is zeo Avoid division by zero when majorRadius is zero It isn't a regression but simply a corner case (which can be easily avoided) See https://docs.google.com/document/d/1DRbHfYL948hLPiFywFMudJJLx9vetaD-C3hA3AaUSNM/edit?disco=AAAARjEC47s
# Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md
* Add implicitPreBlock to VFXBasicInitialize to force alive on gpu spawn * Detect if it is the first time accessing the previous buffer, and use 0 instead * Update CHANGELOG.md * Update CHANGELOG.md * Add explanatory comment for implicit alive block in VFXBasicInitialize
# Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md
* Avoid error when using select-all shortcut to delete vfx content This action was including the VFXSystemBorder in the list of elements to delete whereas it seems not expected because it does not happen when doing a rectangle selection with the mouse. * Updated changelog
* draft of test for bounds helper * Updated working tests * Double check to avoid NRE (ceinture & bretelles comme on dit) Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: Julien Amsellem <julien.amsellem@unity3d.com>
# Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md
* Force read Alive when it's written somewhere * Update changelog * Correct version for changelog Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Discuss with @ludovic-theobald about this, intentional direct commit to vfx/staging
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Ok. I just added a note in #302 I'm wondering if the fix could have side effects
Ok, I will wait for observation before merging then. |
No it can be merged, No need to delay all the fixes. If there's a fix, it will be comitted afterwards |
Awaiting for some result in Yamato before hitting the "Squash" button ⏳ |
URP compilation broke on master, see this conversation |
Only Formatting failing (not related to this PR), ready to be merge 🎉 |
Purpose of this PR
Testing status
Yamato 🟢
Comments to reviewers
N/A