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Merge branch 'develop' into isx-2322-polling-frequency
2 parents b8e17c9 + 4c0bab2 commit 0377398

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13 files changed

+25
-19
lines changed

13 files changed

+25
-19
lines changed

Assets/Samples/InGameHints/InGameHintsActions.cs

Lines changed: 2 additions & 1 deletion
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@@ -1,7 +1,7 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.14.1
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// version 1.15.0
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// from Assets/Samples/InGameHints/InGameHintsActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
@@ -87,6 +87,7 @@ public partial class @InGameHintsActions: IInputActionCollection2, IDisposable
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public @InGameHintsActions()
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{
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asset = InputActionAsset.FromJson(@"{
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""version"": 1,
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""name"": ""InGameHintsActions"",
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""maps"": [
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{

Assets/Samples/SimpleDemo/SimpleControls.cs

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@@ -1,7 +1,7 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.14.1
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// version 1.15.0
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// from Assets/Samples/SimpleDemo/SimpleControls.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
@@ -85,6 +85,7 @@ public partial class @SimpleControls: IInputActionCollection2, IDisposable
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public @SimpleControls()
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{
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asset = InputActionAsset.FromJson(@"{
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""version"": 1,
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""name"": ""SimpleControls"",
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""maps"": [
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{

Assets/Tests/InputSystem.Editor/InputActionsEditorTests.cs

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@@ -45,7 +45,7 @@ public override IEnumerator UnitySetup()
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#region Helper methods
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48-
IEnumerator WaitForActionMapRename(int index, bool isActive, double timeoutSecs = 5.0)
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IEnumerator WaitForActionMapRename(int index, bool isActive, double timeoutSecs = kDefaultTimeoutSecs)
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{
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return WaitUntil(() =>
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{
@@ -58,7 +58,7 @@ IEnumerator WaitForActionMapRename(int index, bool isActive, double timeoutSecs
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}, $"WaitForActionMapRename {index} {isActive}", timeoutSecs);
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}
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61-
IEnumerator WaitForActionRename(int index, bool isActive, double timeoutSecs = 5.0)
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IEnumerator WaitForActionRename(int index, bool isActive, double timeoutSecs = kDefaultTimeoutSecs)
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{
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return WaitUntil(() =>
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{
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// Re-fetch the actions since the UI may have refreshed.
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actionItem = actionContainer.Query<InputActionsTreeViewItem>().ToList();
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// Click twice to start the rename
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SimulateClickOn(actionItem[1]);
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yield return WaitForNotDirty();
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// If the item is already focused, don't click again
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if (!actionItem[1].IsFocused)
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{

Assets/Tests/InputSystem.Editor/UIToolkitBaseTestWindow.cs

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@@ -15,6 +15,7 @@
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public class UIToolkitBaseTestWindow<T> where T : EditorWindow
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{
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protected T m_Window;
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protected const double kDefaultTimeoutSecs = 10.0;
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#region setup and teardown
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[OneTimeSetUp]
@@ -124,7 +125,7 @@ protected void SimulateDeleteCommand()
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/// Wait for UI toolkit scheduler to process the frame
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/// </summary>
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/// <param name="timeoutSecs">Maximum time to wait in seconds.</param>
127-
protected IEnumerator WaitForSchedulerLoop(double timeoutSecs = 5.0)
128+
protected IEnumerator WaitForSchedulerLoop(double timeoutSecs = kDefaultTimeoutSecs)
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{
129130
bool done = false;
130131
m_Window.rootVisualElement.schedule.Execute(() => done = true);
@@ -136,7 +137,7 @@ protected IEnumerator WaitForSchedulerLoop(double timeoutSecs = 5.0)
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/// </summary>
137138
/// <param name="ve">VisualElement to be focused</param>
138139
/// <param name="timeoutSecs">Maximum time to wait in seconds.</param>
139-
protected IEnumerator WaitForFocus(VisualElement ve, double timeoutSecs = 5.0)
140+
protected IEnumerator WaitForFocus(VisualElement ve, double timeoutSecs = kDefaultTimeoutSecs)
140141
{
141142
return WaitUntil(() => ve.focusController.focusedElement == ve, "WaitForFocus", timeoutSecs);
142143
}
@@ -145,7 +146,7 @@ protected IEnumerator WaitForFocus(VisualElement ve, double timeoutSecs = 5.0)
145146
/// Wait for the windows to be not dirty
146147
/// </summary>
147148
/// <param name="timeoutSecs">Maximum time to wait in seconds.</param>
148-
protected IEnumerator WaitForNotDirty(double timeoutSecs = 5.0)
149+
protected IEnumerator WaitForNotDirty(double timeoutSecs = kDefaultTimeoutSecs)
149150
{
150151
return WaitUntil(() => m_Window.rootVisualElement.panel.isDirty == false, "WaitForNotDirty", timeoutSecs);
151152
}
@@ -156,7 +157,7 @@ protected IEnumerator WaitForNotDirty(double timeoutSecs = 5.0)
156157
/// <param name="action">Lambda to call between frame</param>
157158
/// <param name="assertMessage">Assert Message</param>
158159
/// <param name="timeoutSecs">Maximum time to wait in seconds.</param>
159-
protected IEnumerator WaitUntil(Func<bool> action, string assertMessage, double timeoutSecs = 5.0)
160+
protected IEnumerator WaitUntil(Func<bool> action, string assertMessage, double timeoutSecs = kDefaultTimeoutSecs)
160161
{
161162
var endTime = EditorApplication.timeSinceStartup + timeoutSecs;
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do

Assets/Tests/InputSystem/CoreTests_Editor.cs

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@@ -3398,7 +3398,7 @@ internal static Type Compile(string code, string typeName, string options = null
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{
33993399
var codeProvider = CodeDomProvider.CreateProvider("CSharp");
34003400
var cp = new CompilerParameters { CompilerOptions = options };
3401-
cp.ReferencedAssemblies.Add($"{EditorApplication.applicationContentsPath}/Managed/UnityEngine/UnityEngine.CoreModule.dll");
3401+
cp.ReferencedAssemblies.Add(typeof(UnityEngine.Vector2).Assembly.Location);
34023402
cp.ReferencedAssemblies.Add("Library/ScriptAssemblies/Unity.InputSystem.dll");
34033403
#if UNITY_2022_1_OR_NEWER
34043404
// Currently there is are cross-references to netstandard, e.g. System.IEquatable<UnityEngine.Vector2>, System.IFormattable

Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs

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@@ -1,7 +1,7 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
4-
// version 1.14.1
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// version 1.15.0
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// from Assets/Tests/InputSystem/InputActionCodeGeneratorActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
@@ -85,6 +85,7 @@ public partial class @InputActionCodeGeneratorActions: IInputActionCollection2,
8585
public @InputActionCodeGeneratorActions()
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{
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asset = InputActionAsset.FromJson(@"{
88+
""version"": 1,
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""name"": ""InputActionCodeGeneratorActions"",
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""maps"": [
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{

Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -10,6 +10,10 @@ however, it has to be formatted properly to pass verification tests.
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## [Unreleased] - yyyy-mm-dd
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## [1.14.1] - 2025-07-10
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### Added
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- Support for Xbox controllers over USB on macOS, using macOS's default driver. [ISXB-1548]

Packages/com.unity.inputsystem/InputSystem/AssemblyInfo.cs

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@@ -16,7 +16,7 @@ public static partial class InputSystem
1616
// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
1717
// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
1818
// "-preview" suffixes here.
19-
internal const string kAssemblyVersion = "1.14.1";
20-
internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14";
19+
internal const string kAssemblyVersion = "1.15.0";
20+
internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.15";
2121
}
2222
}

Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastKeyboard.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
4-
// version 1.14.1
4+
// version 1.15.0
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// from "Keyboard" layout
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//
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// Changes to this file may cause incorrect behavior and will be lost if

Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastMouse.cs

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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputLayoutCodeGenerator
4-
// version 1.14.1
4+
// version 1.15.0
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// from "Mouse" layout
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//
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// Changes to this file may cause incorrect behavior and will be lost if

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