Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Added an option to disable runtime debug window hotkey. #5059

Merged
merged 82 commits into from
Jul 20, 2021

Conversation

adrien-de-tocqueville
Copy link
Contributor

@adrien-de-tocqueville adrien-de-tocqueville commented Jul 6, 2021


Purpose of this PR

fix for https://fogbugz.unity3d.com/f/cases/1345783/

it is now possible to disable the debug window hotkey by doing:

DebugManager.instance.enableWindowHotkey = false;

Ideally, the hotkey should be customizable but it is a bit more involved to do since we have to support the two input systems. (Created a JIRA task: https://jira.unity3d.com/browse/HDRP-1239)


Testing status

tested in playmode and in player build

pmavridis and others added 30 commits May 26, 2021 19:23
* Fix AxF debug output in certain configurations.

* Update comment
* Fix white flash

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled.

* Changelog

* Move below MSAA

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Reconstruct jittered projection matrix far plane (for Infinite )

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP's lifecycle. (#4688)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix overdraw in custom pass utils blur function

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix

* changelog

* Force sync compilation for TAA

Co-authored-by: CifaCia <f.cifariellociardi@gmail.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ing only the RTSSS Data (case 1332904). (#4626)

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).

* Add test scene

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…e refraction and probe refraction (#4653)

* Delete the second transmittance mul

* Changelog

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636)

* Initialize the shading normal to a non-zero value for anisotropy

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix VfX lit particle aov output color space

* Update comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed issue with transparent unlit.

* Updated changelog.

* Reverted accidental change to default mtl.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cal volumetric fog volume (#4728)

* Fixed nullref when deleting the 3D mask of a density volume (case 1339330)

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
@adrien-de-tocqueville adrien-de-tocqueville changed the base branch from hd/bugfix to master July 6, 2021 09:12
@adrien-de-tocqueville adrien-de-tocqueville removed request for a team July 6, 2021 09:12
adrien-de-tocqueville and others added 7 commits July 8, 2021 10:37
…ion is enabled. (#4986)

* Fix AO perceived wobble

* changelog

* Update screenshots

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix white flash with SSR when resetting camera history

* Move branch login inside GetPreviousExposureTexture

* Fix for fixed exposure
* Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful

* Changelog
@sebastienlagarde
Copy link
Contributor

@adrien-de-tocqueville can you update the documentation so users know they can do this. Put it in the debug menu

@sebastienlagarde sebastienlagarde requested a review from a team July 12, 2021 17:14
Copy link
Contributor

@iM0ve iM0ve left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Testing should be sufficient for the scope of the change

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md
@github-actions
Copy link

Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics
Search for your PR branch using the sidebar on the left, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

HDRP
/.yamato%252Fall-hdrp.yml%2523PR_HDRP_2021.2

SRP Core
You could run ABV on your branch before merging your PR, but it will start A LOT of jobs. Please be responsible about it and run it only when you feel the PR is ready:
/.yamato%252F_abv.yml%2523all_project_ci_2021.2
Be aware that any modifications to the Core package impacts everyone in the Graphics repo so please discuss the PR with your lead.

Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

@sebastienlagarde sebastienlagarde merged commit 5a56403 into master Jul 20, 2021
@sebastienlagarde sebastienlagarde deleted the hd/debug-menu-hotkey branch July 20, 2021 11:39
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.