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com.unity.visualeffectgraph/CHANGELOG.md

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@@ -6,16 +6,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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## [11.0.0] - 2020-10-21
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### Added
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- Added new setting to output nodes to exclude from TAA
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- Changed the "Edit" button so it becomes "New" when no asset is set on a Visual Effect component, in order to save a new visual effect graph asset.
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### Fixed
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- Forbid incorrect link between incompatible context [Case 1269756](https://issuetracker.unity3d.com/product/unity/issues/guid/1269756/)
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- Serialization issue with VFXSpawnerCallbacks
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### Added
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- Added new setting to output nodes to exclude from TAA
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### Fixed
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- Unexpected exception while trying to display capacity warning [Case 1294180](https://issuetracker.unity3d.com/product/unity/issues/guid/1294180/)
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2017
## [10.2.0] - 2020-10-19
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### Added

com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs

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@@ -631,16 +631,20 @@ private void RegisterError(VFXModel model, VFXErrorOrigin errorOrigin, string er
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return;
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targetParent = targetContext.parent;
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}
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else
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{
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targetParent = target.parent;
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}
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target = (target as VFXNodeUI).titleContainer;
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alignement = SpriteAlignment.LeftCenter;
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}
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if (target != null)
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if (target != null && targetParent != null)
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{
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var badge = type == VFXErrorType.Error ? IconBadge.CreateError(description) : IconBadge.CreateComment(description);
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targetParent.Add(badge);
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badge.AttachTo(target, alignement);
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if (errorOrigin == VFXErrorOrigin.Compilation)
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{
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m_CompileBadges.Add(badge);

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