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publicreadonlyGUIContentpsdRemoveMatte=EditorGUIUtility.TrTextContent("Remove Matte (PSD)","Enable special processing for PSD that has transparency, as color pixels will be tweaked (blended with white color).");
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publicreadonlyGUIContentpsdRemoveMatteWarning=EditorGUIUtility.TrTextContent("If you have PSD with transparency, colors will be tweaked by blending them with white color. Matte removal refers to our attempts to undo that, and this is deprecated.");
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publicreadonlyGUIContentpsdRemoveMatteURLButton=EditorGUIUtility.TrTextContent("How to handle PSD with alpha");
Copy file name to clipboardExpand all lines: Editor/Mono/Inspector/LightEditor.cs
+15-1Lines changed: 15 additions & 1 deletion
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@@ -68,6 +68,7 @@ class Styles
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publicreadonlyGUIContentLightmappingMode=EditorGUIUtility.TrTextContent("Mode","Specifies the light mode used to determine if and how a light will be baked. Possible modes are Baked, Mixed, and Realtime.");
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publicreadonlyGUIContentLightBounceIntensity=EditorGUIUtility.TrTextContent("Indirect Multiplier","Controls the intensity of indirect light being contributed to the scene. A value of 0 will cause Realtime lights to be removed from realtime global illumination and Baked and Mixed lights to no longer emit indirect lighting. Has no effect when both Realtime and Baked Global Illumination are disabled.");
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publicreadonlyGUIContentShadowType=EditorGUIUtility.TrTextContent("Shadow Type","Specifies whether Hard Shadows, Soft Shadows, or No Shadows will be cast by the light.");
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publicreadonlyGUIContentCastShadows=EditorGUIUtility.TrTextContent("Cast Shadows","Specifies whether Soft Shadows or No Shadows will be cast by the light.");
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//realtime
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publicreadonlyGUIContentShadowRealtimeSettings=EditorGUIUtility.TrTextContent("Realtime Shadows","Settings for realtime direct shadows.");
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publicreadonlyGUIContentShadowStrength=EditorGUIUtility.TrTextContent("Strength","Controls how dark the shadows cast by the light will be.");
@@ -376,7 +377,20 @@ public void ApplyModifiedProperties()
messages.Add(newCompilerMessage{message=string.Format("Copying assembly from directory {0} to {1} failed",tempBuildDirectory,assembly.OutputDirectory),type=CompilerMessageType.Error,file=assembly.FullPath,line=-1,column=-1});
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messages.Add(newCompilerMessage{message=string.Format("Copying assembly from '{0}' to '{1}' failed",AssetPath.Combine(tempBuildDirectory,assembly.Filename),assembly.FullPath),type=CompilerMessageType.Error,file=assembly.FullPath,line=-1,column=-1});
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