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Hide reference to ProceduralMaterial. (#663)
* Hide reference to ProceduralMaterial. * remove class obsolete for the past 8 years * changelog --------- Co-authored-by: Thomas Lopez <thomas.lopez@unity3d.com> Co-authored-by: Thomas Lopez <66317117+lopezt-unity@users.noreply.github.com>
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CHANGELOG.md

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@@ -8,6 +8,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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## Unreleased
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### Changes
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- [UUM-138539] Removed the pb_ObjectArray file that was deprecated 8 years ago and is not used amymore.
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- [UUM-138960] Removed a large utility dictionary to reduce binary size and runtime memory overhead.
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### Fixed

Editor/EditorCore/MaterialEditor.cs

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@@ -173,24 +173,8 @@ public static MaterialPalette CurrentPalette
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if (s_CurrentPalette != null)
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return s_CurrentPalette;
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// If no existing pb_MaterialPalette objects in project:
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// - create a new one
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// - check for the older pb_ObjectArray and copy data to new default
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// If no existing pb_MaterialPalette objects in project create a new one
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s_CurrentPalette = FileUtility.LoadRequired<MaterialPalette>(s_MaterialPalettePath);
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string[] m_LegacyMaterialArrays = AssetDatabase.FindAssets("t:pb_ObjectArray");
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for (int i = 0; m_LegacyMaterialArrays != null && i < m_LegacyMaterialArrays.Length; i++)
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{
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pb_ObjectArray poa = AssetDatabase.LoadAssetAtPath<pb_ObjectArray>(AssetDatabase.GUIDToAssetPath(m_LegacyMaterialArrays[i]));
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// Make sure there's actually something worth copying
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if (poa != null && poa.array != null && poa.array.Any(x => x != null && x is Material))
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{
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s_CurrentPalette.array = poa.GetArray<Material>();
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break;
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}
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}
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}
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return s_CurrentPalette;
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}

Editor/EditorCore/pb_ObjectArray.cs

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Editor/EditorCore/pb_ObjectArray.cs.meta

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