diff --git a/.yamato/upm-ci.yml b/.yamato/upm-ci.yml
index 3675e42..27b4140 100644
--- a/.yamato/upm-ci.yml
+++ b/.yamato/upm-ci.yml
@@ -27,24 +27,16 @@ upmci_platforms:
flavor: b1.large
validate_editor_versions:
- - version: "2022.3"
- display_name: "2022.3"
- version: "6000.0"
display_name: "6000.0"
- version: "6000.3"
display_name: "6000.3"
- - version: "6000.4"
- display_name: "6000.4"
package_tests_editor_versions:
- - version: "2022.3"
- display_name: "2022.3"
- version: "6000.0"
display_name: "6000.0"
- version: "6000.3"
display_name: "6000.3"
- - version: "6000.4"
- display_name: "6000.4"
---
{% for platform in upmci_platforms %}
diff --git a/src/CHANGELOG.md b/src/CHANGELOG.md
index f51a25d..595ffd5 100755
--- a/src/CHANGELOG.md
+++ b/src/CHANGELOG.md
@@ -1,10 +1,14 @@
# Changelog
## [Unreleased]
+* Added a documentation remark for Random NextFloat and NextDouble methods with a min and max parameter.
+
+## [1.3.2] - 2024-01-11
### Fixed
* Fixed `math.hash` crash when using IL2CPP builds on Arm 32 bit devices.
* Fixed obsolete method usage warnings for `MatrixDrawer.CanCacheInspectorGUI` and `PrimitiveVectorDrawer.CanCacheInspectorGUI` in UNITY_2023_2_OR_NEWER.
+* Updated minimum editor version to 2021.3
## [1.3.1] - 2023-07-12
diff --git a/src/Unity.Mathematics/random.cs b/src/Unity.Mathematics/random.cs
index 3c94b6e..a6c77d5 100644
--- a/src/Unity.Mathematics/random.cs
+++ b/src/Unity.Mathematics/random.cs
@@ -468,6 +468,7 @@ public float4 NextFloat4()
/// The minimum value to generate, inclusive.
/// The maximum value to generate, exclusive.
/// A uniformly random float value in the range [min, max).
+ /// The result is computed as `NextFloat() * (max - min) + min`, so floating-point rounding can in rare cases return a value equal to `max` rather than strictly less than it. Clamp the result if you require a value strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float NextFloat(float min, float max) { return NextFloat() * (max - min) + min; }
@@ -475,6 +476,7 @@ public float4 NextFloat4()
/// The componentwise minimum value to generate, inclusive.
/// The componentwise maximum value to generate, exclusive.
/// A uniformly random float2 value in the range [min, max).
+ /// Each component is computed as `NextFloat() * (max - min) + min`, so floating-point rounding can in rare cases return a component equal to the corresponding component of `max` rather than strictly less than it. Clamp the result if you require components strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float2 NextFloat2(float2 min, float2 max) { return NextFloat2() * (max - min) + min; }
@@ -482,6 +484,7 @@ public float4 NextFloat4()
/// The componentwise minimum value to generate, inclusive.
/// The componentwise maximum value to generate, exclusive.
/// A uniformly random float3 value in the range [min, max).
+ /// Each component is computed as `NextFloat() * (max - min) + min`, so floating-point rounding can in rare cases return a component equal to the corresponding component of `max` rather than strictly less than it. Clamp the result if you require components strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3 NextFloat3(float3 min, float3 max) { return NextFloat3() * (max - min) + min; }
@@ -489,6 +492,7 @@ public float4 NextFloat4()
/// The componentwise minimum value to generate, inclusive.
/// The componentwise maximum value to generate, exclusive.
/// A uniformly random float4 value in the range [min, max).
+ /// Each component is computed as `NextFloat() * (max - min) + min`, so floating-point rounding can in rare cases return a component equal to the corresponding component of `max` rather than strictly less than it. Clamp the result if you require components strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float4 NextFloat4(float4 min, float4 max) { return NextFloat4() * (max - min) + min; }
@@ -572,6 +576,7 @@ public double4 NextDouble4()
/// The minimum value to generate, inclusive.
/// The maximum value to generate, exclusive.
/// A uniformly random double value in the range [min, max).
+ /// The result is computed as `NextDouble() * (max - min) + min`, so floating-point rounding can in rare cases return a value equal to `max` rather than strictly less than it. Clamp the result if you require a value strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public double NextDouble(double min, double max) { return NextDouble() * (max - min) + min; }
@@ -579,6 +584,7 @@ public double4 NextDouble4()
/// The componentwise minimum value to generate, inclusive.
/// The componentwise maximum value to generate, exclusive.
/// A uniformly random double2 value in the range [min, max).
+ /// Each component is computed as `NextDouble() * (max - min) + min`, so floating-point rounding can in rare cases return a component equal to the corresponding component of `max` rather than strictly less than it. Clamp the result if you require components strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public double2 NextDouble2(double2 min, double2 max) { return NextDouble2() * (max - min) + min; }
@@ -586,6 +592,7 @@ public double4 NextDouble4()
/// The componentwise minimum value to generate, inclusive.
/// The componentwise maximum value to generate, exclusive.
/// A uniformly random double3 value in the range [min, max).
+ /// Each component is computed as `NextDouble() * (max - min) + min`, so floating-point rounding can in rare cases return a component equal to the corresponding component of `max` rather than strictly less than it. Clamp the result if you require components strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public double3 NextDouble3(double3 min, double3 max) { return NextDouble3() * (max - min) + min; }
@@ -593,6 +600,7 @@ public double4 NextDouble4()
/// The componentwise minimum value to generate, inclusive.
/// The componentwise maximum value to generate, exclusive.
/// A uniformly random double4 value in the range [min, max).
+ /// Each component is computed as `NextDouble() * (max - min) + min`, so floating-point rounding can in rare cases return a component equal to the corresponding component of `max` rather than strictly less than it. Clamp the result if you require components strictly less than `max`.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public double4 NextDouble4(double4 min, double4 max) { return NextDouble4() * (max - min) + min; }
diff --git a/src/ValidationExceptions.json b/src/ValidationExceptions.json
index e8a8151..c9391d8 100644
--- a/src/ValidationExceptions.json
+++ b/src/ValidationExceptions.json
@@ -1,5 +1,4 @@
{
- "ErrorExceptions": [
- ],
+ "ErrorExceptions": [],
"WarningExceptions": []
}
\ No newline at end of file
diff --git a/src/package.json b/src/package.json
index 5e0509b..9944d6f 100755
--- a/src/package.json
+++ b/src/package.json
@@ -1,8 +1,8 @@
{
"name": "com.unity.mathematics",
"displayName": "Mathematics",
- "version": "1.3.1",
- "unity": "2018.3",
+ "version": "1.3.2",
+ "unity": "2021.3",
"description": "Unity's C# SIMD math library providing vector types and math functions with a shader like syntax.",
"keywords": [
"unity"