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Fix reorderable list issue (#349)
* [universal] fix for case #1205224 Removed the reorderable list and replaced it with a normal list for the ui * Updated changelog Co-authored-by: Felipe Lira <felipedrl@gmail.com>
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com.unity.render-pipelines.universal/CHANGELOG.md

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@@ -187,6 +187,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout.
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- Fixed GLES shaders compilation failing on Windows platform (not a mobile platform) due to uniform count limit.
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- Fixed an issue that caused the inverse view and projection matrix to output wrong values in some platforms. [case 1243990](https://issuetracker.unity3d.com/issues/urp-8-dot-1-breaks-unity-matrix-i-vp)
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- Fixed an issue with not being able to remove Light Mode Tags [case 1240895](https://issuetracker.unity3d.com/issues/urp-unable-to-remove-added-lightmode-tags-of-filters-property-in-render-object)
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## [7.1.1] - 2019-09-05
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### Upgrade Guide

com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs

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@@ -71,7 +71,6 @@ internal class Styles
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private SerializedProperty m_CameraOffset;
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private SerializedProperty m_RestoreCamera;
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private ReorderableList m_ShaderPassesList;
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private List<SerializedObject> m_properties = new List<SerializedObject>();
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private void Init(SerializedProperty property)
@@ -111,25 +110,6 @@ private void Init(SerializedProperty property)
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m_RestoreCamera = m_CameraSettings.FindPropertyRelative("restoreCamera");
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m_properties.Add(property.serializedObject);
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CreateShaderPassList();
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}
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private void CreateShaderPassList()
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{
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m_ShaderPassesList = new ReorderableList(null, m_ShaderPasses, false, true, true, true);
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m_ShaderPassesList.drawElementCallback =
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(Rect rect, int index, bool isActive, bool isFocused) =>
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{
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var element = m_ShaderPassesList.serializedProperty.GetArrayElementAtIndex(index);
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var propRect = new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight);
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element.stringValue = EditorGUI.TextField(propRect, "", element.stringValue);
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};
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m_ShaderPassesList.drawHeaderCallback = (Rect testHeaderRect) =>
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{
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EditorGUI.LabelField(testHeaderRect, Styles.shaderPassFilter);
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};
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}
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public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
@@ -198,10 +178,10 @@ void DoFilters(ref Rect rect)
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EditorGUI.PropertyField(rect, m_LayerMask, Styles.layerMask);
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rect.y += Styles.defaultLineSpace;
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//Shader pass list
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EditorGUI.indentLevel--;
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m_ShaderPassesList.DoList(rect);
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rect.y += m_ShaderPassesList.GetHeight();
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}
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EditorGUI.PropertyField(rect, m_ShaderPasses, Styles.shaderPassFilter, true);
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rect.y += EditorGUI.GetPropertyHeight(m_ShaderPasses);
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EditorGUI.indentLevel--;
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}
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}
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void DoMaterialOverride(ref Rect rect)
@@ -267,7 +247,7 @@ public override float GetPropertyHeight(SerializedProperty property, GUIContent
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Init(property);
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height += Styles.defaultLineSpace * (m_FiltersFoldout.value ? m_FilterLines : 1);
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height += m_FiltersFoldout.value ? m_ShaderPassesList.GetHeight() : 0;
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height += m_FiltersFoldout.value ? EditorGUI.GetPropertyHeight(m_ShaderPasses) : 0;
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height += Styles.defaultLineSpace; // add line for overrides dropdown
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if (m_RenderFoldout.value)

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