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| { | ||
| Array.Fill(s_ColliderBuffer, null); | ||
| Array.Fill(s_ColliderDistanceBuffer, 0f); | ||
| Array.Fill(s_ColliderOrderBuffer, 0); |
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FYI i am fixing the analyzer to consider calls to Array.Fill as successful initialization
| private static void ResetStaticsOnLoad() | ||
| { | ||
| //CreateRigOverride = null; | ||
| //DestroyRigOverride = null; |
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Yes. I'll remove them or add an explanatory comment before I push, but I wanted to highlight the fact that I can't reset these delegates without breaking workflows elsewhere.
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Also, I don't know what would be the pragma to disable warnings about those
richardk-u3d
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some commented out bits im not sure about, but overall looks good
richardk-u3d
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need to figure out if having 2 RuntimeInitializeOnLoadMethod's is something we want to allow. the analyzer gets confised by it.
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Purpose of this PR
https://jira.unity3d.com/browse/UUM-131015
Static variable management in Cinemachine to support fast enter playmode.
We'll need to add exceptions for
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