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Unity Technologies
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Unity 2019.2.0b9 C# reference source code
1 parent 488c3da commit 39a6298

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Lines changed: 86 additions & 421 deletions

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Editor/Mono/BuildPlayerWindow.cs

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@@ -784,9 +784,6 @@ void ShowBuildTargetSettings()
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GUILayout.EndHorizontal();
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}
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if (buildTarget == BuildTarget.Android)
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AndroidPublishGUI();
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GUIBuildButtons(buildWindowExtension, enableBuildButton, enableBuildAndRunButton,
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canInstallInBuildFolder, platform);
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}

Editor/Mono/BuildPlayerWindowPublish.cs

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This file was deleted.

Editor/Mono/GUI/PopupWindow.cs

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@@ -136,7 +136,6 @@ internal void CloseContent()
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{
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if (m_WindowContent != null)
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m_WindowContent.OnClose();
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m_WindowContent = null;
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}
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}
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}

Editor/Mono/Inspector/Enlighten/LightmapParameters.cs

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@@ -118,7 +118,7 @@ internal override void OnHeaderControlsGUI()
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private class Styles
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{
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public static readonly GUIContent generalGIContent = EditorGUIUtility.TrTextContent("General GI", "Settings used in both Precomputed Realtime Global Illumination and Baked Global Illumination.");
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public static readonly GUIContent precomputedRealtimeGIContent = EditorGUIUtility.TrTextContent("Realtime GI", "Settings used in Precomputed Realtime Global Illumination where it is precomputed how indirect light can bounce between static objects, but the final lighting is done at runtime. Lights, ambient lighting in addition to the materials and emission of static objects can still be changed at runtime. Only static objects can affect GI by blocking and bouncing light, but non-static objects can receive bounced light via light probes."); // Reuse the label from the Lighting window
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public static readonly GUIContent precomputedRealtimeGIContent = EditorGUIUtility.TrTextContent("Realtime GI (Deprecated)", "Settings used in Precomputed Realtime Global Illumination where it is precomputed how indirect light can bounce between static objects, but the final lighting is done at runtime. Lights, ambient lighting in addition to the materials and emission of static objects can still be changed at runtime. Only static objects can affect GI by blocking and bouncing light, but non-static objects can receive bounced light via light probes."); // Reuse the label from the Lighting window
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public static readonly GUIContent resolutionContent = EditorGUIUtility.TrTextContent("Resolution", "Realtime lightmap resolution in texels per world unit. This value is multiplied by the realtime resolution in the Lighting window to give the output lightmap resolution. This should generally be an order of magnitude less than what is common for baked lightmaps to keep the precompute time manageable and the performance at runtime acceptable. Note that if this is made more fine-grained, then the Irradiance Budget will often need to be increased too, to fully take advantage of this increased detail.");
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public static readonly GUIContent clusterResolutionContent = EditorGUIUtility.TrTextContent("Cluster Resolution", "The ratio between the resolution of the clusters with which light bounce is calculated and the resolution of the output lightmaps that sample from these.");
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public static readonly GUIContent irradianceBudgetContent = EditorGUIUtility.TrTextContent("Irradiance Budget", "The amount of data used by each texel in the output lightmap. Specifies how fine-grained a view of the scene an output texel has. Small values mean more averaged out lighting, since the light contributions from more clusters are treated as one. Affects runtime memory usage and to a lesser degree runtime CPU usage.");

Editor/Mono/InternalEditorUtility.bindings.cs

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@@ -129,6 +129,10 @@ public extern static bool inBatchMode
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[NativeMethod("PerformUnmarkedBumpMapTexturesFixingAfterDialog")]
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public extern static void BumpMapSettingsFixingWindowReportResult(int result);
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[StaticAccessor("BumpMapSettings::Get()", StaticAccessorType.Dot)]
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[NativeMethod("PerformUnmarkedBumpMapTexturesFixing")]
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public extern static bool PerformUnmarkedBumpMapTexturesFixing();
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[FreeFunction("InternalEditorUtilityBindings::BumpMapTextureNeedsFixingInternal")]
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public extern static bool BumpMapTextureNeedsFixingInternal(Material material, string propName, bool flaggedAsNormal);
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Editor/Mono/ProjectWindow/ProjectWindowUtil.cs

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@@ -329,9 +329,11 @@ public static void CreateScriptAssetFromTemplateFile(string templatePath, string
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icon = EditorGUIUtility.IconContent<Shader>().image as Texture2D;
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break;
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case ".asmdef":
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case ".asmref":
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icon = EditorGUIUtility.IconContent<AssemblyDefinitionAsset>().image as Texture2D;
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break;
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case ".asmref":
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icon = EditorGUIUtility.IconContent<AssemblyDefinitionReferenceAsset>().image as Texture2D;
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break;
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default:
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icon = EditorGUIUtility.IconContent<TextAsset>().image as Texture2D;
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break;

Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs

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@@ -825,7 +825,7 @@ static class Styles
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public static readonly GUIContent FinalGatherFiltering = EditorGUIUtility.TrTextContent("Denoising", "Controls whether a denoising filter is applied to the final gather output.");
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public static readonly GUIContent SubtractiveShadowColor = EditorGUIUtility.TrTextContent("Realtime Shadow Color", "The color used for mixing realtime shadows with baked lightmaps in Subtractive lighting mode. The color defines the darkest point of the realtime shadow.");
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public static readonly GUIContent MixedLightMode = EditorGUIUtility.TrTextContent("Lighting Mode", "Specifies which Scene lighting mode will be used for all Mixed lights in the Scene. Options are Baked Indirect, Shadowmask and Subtractive.");
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public static readonly GUIContent UseRealtimeGI = EditorGUIUtility.TrTextContent("Realtime Global Illumination", "Controls whether Realtime lights in the Scene contribute indirect light. If enabled, Realtime lights contribute both direct and indirect light. If disabled, Realtime lights only contribute direct light. This can be disabled on a per-light basis in the light component Inspector by setting Indirect Multiplier to 0.");
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public static readonly GUIContent UseRealtimeGI = EditorGUIUtility.TrTextContent("Realtime Global Illumination (Deprecated)", "Enlighten is entering deprecation. Please ensure that your project will not require support for Enlighten beyond the deprecation date.");
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public static readonly GUIContent BakedGIDisabledInfo = EditorGUIUtility.TrTextContent("All Baked and Mixed lights in the Scene are currently being overridden to Realtime light modes. Enable Baked Global Illumination to allow the use of Baked and Mixed light modes.");
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public static readonly GUIContent BakeBackend = EditorGUIUtility.TrTextContent("Lightmapper", "Specifies which baking system will be used to generate baked lightmaps.");
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//public static readonly GUIContent PVRSampling = EditorGUIUtility.TrTextContent("Sampling", "How to sample the lightmaps. Auto and adaptive automatically test for convergence. Auto uses a maximum of 16K samples. Adaptive uses a configurable maximum number of samples. Fixed always uses the set number of samples and does not test for convergence.");

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