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Merge branch 'develop' into stable
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12 files changed

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-15
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Assets/Samples/InGameHints/InGameHintsActions.cs

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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 1.6.2
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// version 1.6.3
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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

Assets/Samples/SimpleDemo/SimpleControls.cs

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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 1.6.2
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// version 1.6.3
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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

Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs

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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 1.6.2
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// version 1.6.3
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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

Packages/com.unity.inputsystem/CHANGELOG.md

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Due to package verification, the latest version below is the unpublished version and the date is meaningless.
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however, it has to be formatted properly to pass verification tests.
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## [Unreleased]
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## [1.6.3] - 2023-07-11
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### Fixed
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- Fixed warning in USS file
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## [1.6.2] - 2023-07-10
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- Fixed `HoldInteraction` getting stuck when hold and release happens in same event ([case 1346786](https://issuetracker.unity3d.com/issues/input-system-the-canceled-event-is-not-fired-when-clicking-a-button-for-a-precise-amount-of-time)).
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- Fixed adding an action in the `.inputactions` editor automatically duplicating interactions and processors from the first action in the map.
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- Fixed `InputActionSetupExtensions.ChangeBinding` when modifying binding from a different action than specified. Contribution by [Fredrik Ludvigsen](https://github.com/steinbitglis) in [#1348](https://github.com/Unity-Technologies/InputSystem/pull/1352).
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- Fixed right stick and trigger controls on gamepads not receiving proper input on Android.
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### Added
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* UI updates *after* input and consumes input through `InputAction`s as they are processed. Thus, querying UI state from within `InputAction` callbacks will query outdated UI state.
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- Changed `TrackedPoseDriver` to use properties of type `InputActionProperty` rather than `InputAction` to allow more flexibility.
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- Changed quickstart documentation sample to use the Update method instead of FixedUpdate to show a more correct usage of the `wasPressedThisFrame` API.
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- PS4 and Xbox controllers on Android are now based on `DualShockGamepad` and `XInputController` respectively instead of the generic `AndroidGamepad`.
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## [1.1.0-pre.5] - 2021-05-11
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### Fixed
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- Fixed Right stick to use AXIS.Z and AXIS.RZ for Android gamepads.
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- Fixed triggers to always use Axis.Gas and Axis.Brake for Android gamepads.
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- Fixed precompiled layouts such as `FastKeyboard` leading to build time regressions with il2cpp (case 1283676).
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- Fixed `InputDevice.canRunInBackground` not being correctly set for VR devices (thus not allowing them to receive input while the application is not focused).
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- Fixed `InputUser.OnEvent` and `RebindingOperation.OnEvent` exhibiting bad performance profiles and leading to multi-millisecond input update times (case 1253371).
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### Added
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- Added DualShock4GamepadAndroid and XboxOneGamepadAndroid layout for Android
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- Added a new high-performance way to iterate over changed controls in an event.
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```CSharp
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// Can optionally specify a magnitude threshold that controls must cross.

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

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// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
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// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
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// "-preview" suffixes here.
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internal const string kAssemblyVersion = "1.6.2";
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internal const string kAssemblyVersion = "1.6.3";
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internal const string kDocUrl = "https://docs.unity3d.com/Packages/com.unity.inputsystem@1.6";
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}
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}

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
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// version 1.6.2
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// version 1.6.3
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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
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// version 1.6.2
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// version 1.6.3
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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

Packages/com.unity.inputsystem/InputSystem/Devices/Precompiled/FastTouchscreen.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
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// version 1.6.2
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// version 1.6.3
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// from "Touchscreen" 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/Editor/UITKAssetEditor/Resources/InputActionsEditorStyles.uss

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.add-interaction-processor-button {
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padding-top: 0;
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font-size: 12;
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font-size: 12px;
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border-width: 0;
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background-color: transparent;
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margin-right: 5;
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margin-right: 5px;
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}
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.header-label {

Packages/com.unity.inputsystem/Tests/TestFixture/AssemblyInfo.cs

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// Keep this in sync with "Packages/com.unity.inputsystem/package.json".
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// NOTE: Unfortunately, System.Version doesn't use semantic versioning so we can't include
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// "-preview" suffixes here.
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[assembly: AssemblyVersion("1.6.2")]
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[assembly: AssemblyVersion("1.6.3")]
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[assembly: InternalsVisibleTo("Unity.InputSystem.Tests.Editor")]
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[assembly: InternalsVisibleTo("Unity.InputSystem.Tests")]
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[assembly: InternalsVisibleTo("Unity.InputSystem.IntegrationTests")]

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