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Version 2.2RC3 - More events, better skeleton poser, serialization fixes
Changes for v2.2RC3: * Minor Breaking Change: SteamVR_Behaviour_ActionType events were incorrectly sending the action instead of the behaviour component they came from. * Minor Breaking Change: Simplified the handFollowTransform member to be one variable instead of three * Fixed code generation so it deletes unused actionset classes (asks first) * Fixed behaviour events disappearing from serialized objects in some unity versions * Added a few events to SteamVR_Behaviour_Skeleton * Added C# style events to the SteamVR_Behaviour_ActionType components. * Added Happy Ball as an example of a complex blending pose that moves the held object * Added scaling support for the skeleton poser * Cleaned up the canvas elements on the Interaction System Sample scene. * Skeleton poser is now able to snap/follow interactables * Fixed the namespace on a couple small sample scene components * When clicking the "Show binding UI" button we will now always try to launch the default browser, though it may fail sometimes (Edge) we have better error messages now * Fixed some documentation errors * Improved skeleton poser editor ui * Fixed an issue with ActionSets not serializing defaults properly
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Assets/SteamVR/Input/BehaviourUnityEvents.meta

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using UnityEngine.Events;
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namespace Valve.VR
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{
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[Serializable]
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public class SteamVR_Behaviour_BooleanEvent : UnityEvent<SteamVR_Behaviour_Boolean, SteamVR_Input_Sources, bool> { }
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}

Assets/SteamVR/InteractionSystem/Samples/Scripts/RenderModelHolder.cs.meta renamed to Assets/SteamVR/Input/BehaviourUnityEvents/SteamVR_Behaviour_BooleanEvent.cs.meta

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using UnityEngine.Events;
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namespace Valve.VR
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{
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[Serializable]
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public class SteamVR_Behaviour_PoseEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources> { }
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}

Assets/SteamVR/Input/BehaviourUnityEvents/SteamVR_Behaviour_PoseEvent.cs.meta

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using UnityEngine.Events;
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namespace Valve.VR
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{
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[Serializable]
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public class SteamVR_Behaviour_Pose_ConnectedChangedEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources, bool> { }
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}

Assets/SteamVR/Input/BehaviourUnityEvents/SteamVR_Behaviour_Pose_ConnectedChangedEvent.cs.meta

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using UnityEngine.Events;
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namespace Valve.VR
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{
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[Serializable]
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public class SteamVR_Behaviour_Pose_DeviceIndexChangedEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources, int> { }
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}

Assets/SteamVR/Input/BehaviourUnityEvents/SteamVR_Behaviour_Pose_DeviceIndexChangedEvent.cs.meta

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using UnityEngine.Events;
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namespace Valve.VR
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{
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[Serializable]
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public class SteamVR_Behaviour_Pose_TrackingChangedEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources, ETrackingResult> { }
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}

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