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FIX: Re-add asset name to window title (ISX-1726). (#1817)
* Readd asset name to window title (ISX-1726). Also fix a typo. * Fix asterisk location.
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Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -33,6 +33,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed potential race condition on access to GCHandle in DefferedResolutionOfBindings and halved number of calls to GCHandle resolution [ISXB-726](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-726)
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- Fixed issue where composite part dropdown manipulates binding path and leaves composite part field unchanged.
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- Fixed lingering highlight effect on Save Asset button after clicking.
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- Fixed missing name in window title for Input Action assets.
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## [1.8.0-pre.2] - 2023-11-09
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Packages/com.unity.inputsystem/InputSystem/Devices/InputDevice.cs

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@@ -479,7 +479,7 @@ internal void NotifyConfigurationChanged()
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/// Xbox gamepad and PS4 gamepad are both connected to a PC and the user is playing with the
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/// Xbox gamepad, the PS4 gamepad would still constantly make itself <see cref="Gamepad.current"/>
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/// by simply flooding the system with events. Hence why by default, noise on <c>.current</c> getters
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/// will be filtered out and a device will only see <c>MakeCurrent</c> getting called if there input
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/// will be filtered out and a device will only see <c>MakeCurrent</c> getting called if their input
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/// was detected on non-noisy controls.
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/// </remarks>
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/// <seealso cref="Pointer.current"/>

Packages/com.unity.inputsystem/InputSystem/Editor/UITKAssetEditor/InputActionsEditorWindow.cs

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@@ -28,6 +28,7 @@ internal class InputActionsEditorWindow : EditorWindow
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private int m_AssetId;
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private string m_AssetPath;
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private string m_AssetJson;
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private string m_AssetTitleName;
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private bool m_IsDirty;
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static readonly Vector2 k_MinWindowSize = new Vector2(650, 450);
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@@ -88,7 +89,8 @@ private static InputActionsEditorWindow OpenWindow(InputActionAsset asset, strin
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window.m_IsDirty = false;
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window.m_AssetId = instanceId;
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window.titleContent = new GUIContent("Input Actions Editor");
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window.m_AssetTitleName = asset.name + " (Input Actions Editor)";
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window.titleContent = new GUIContent(window.m_AssetTitleName);
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window.minSize = k_MinWindowSize;
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window.SetAsset(asset, actionToSelect, actionMapToSelect);
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window.Show();
@@ -190,7 +192,7 @@ private void OnStateChanged(InputActionsEditorState newState)
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private void UpdateWindowTitle()
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{
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titleContent = m_IsDirty ? new GUIContent("(*) Input Actions Editor") : new GUIContent("Input Actions Editor");
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titleContent = m_IsDirty ? new GUIContent("(*) " + m_AssetTitleName) : new GUIContent(m_AssetTitleName);
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}
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private void Save()
@@ -286,6 +288,7 @@ private void CopyOldStatsToNewWindow(InputActionsEditorWindow window)
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window.m_State = m_State;
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window.m_AssetPath = m_AssetPath;
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window.m_AssetJson = m_AssetJson;
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window.m_AssetTitleName = m_AssetTitleName;
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window.m_IsDirty = true;
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}
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