userDaniel Pcancel

3,347 Commits over 792 Days - 0.18cph!

4 Hours Ago
Update(editor): StoreBundleTool - add in logic to generate BlurHash for dynamic sprites Tests: works, but slow and produces wrong hashes
Today
Update: back every dynamic sprite url in store with a blur hash field Going to setup data next Tests: compiles
Today
Update: license file for blurhash Tests: none
Today
Update: HttpImage - add option to generate loading image from BlurHash - using bf58763 release dll from from https://github.com/MarkusPalcer/blurhash.net - add debug convar shop.loaddelay to test loading images - Stop UI_StoreItemTile from deactivating it's cover image - httpImage no longer hides it's targetted image when loading a texture if it has a loading texture Tests: navigated and clicked through various store views
Today
Merge: from serverprofiler_disablememtracking - Bugfix for WatchAllocs failing to export snapshot almost always Tests: none, trivial change
Today
Bugfix: ServerProfiler - don't record WS/VS system memory, as there's an untracked data corruption Was causing WatchAllocs to fail to export 80% of the time Tests: none, trivial change
Today
Merge: from main
Yesterday
Update: store DLC background is now dynamically loaded Tests: opened the page, saw it loading in. swapped tabs, opened pack views
Yesterday
Bugfix(editor): StoreBundleTool - fix bundle assignment setting stale bundle value to props Tests: ran it on a modified prefab
Yesterday
Update: convert store's general tab background images to be dynamically loaded from bundles and backend Tests: navigated to general tab and scrolled by. flipped between tabs
Yesterday
Bugfix: fix pack overlay missing images for buttons or main section Tests: clicked through a couple packs, clicked on all carousel buttons
Yesterday
Update: start saving image StoreITemOverlay's image URLs - adjust field naming so automation can find and fill in urls - ran automation Tests: navigated to bowless crossbow page, some textures are missing (expected)
Yesterday
Bugfix: ensure CoverImage is active when we succesfully load the image This makes FactoryDoor render correctly Tests: checked store for factory door
Yesterday
Update: fixup SkinTile to use CoverImage instead of RawImage - get rid of SkinTile_General that did above but used in only couple places Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
2 Days Ago
Update: make store page fallback to assets from UI bundle if failed to load textures from backend - item tile now only initializes once it's shown (as was intended this entire time) - fixed duplicating OnImageLoaded callbacks - reactive cover image if httpImage failed Tests: navigated through store - right images are in place, but wrong layout. need to figure out how to unify it all
3 Days Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
3 Days Ago
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
3 Days Ago
Merge: from main
4 Days Ago
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save Originally intended implementation, looks like I derped awhile ago. Tests: booted into craggy with Jobs 4
4 Days Ago
Merge: from main
8 Days Ago
Update: rewrite prefab scanning to work via SerializedObject/Prop Unity already solves working with structs, so I'll just use their tech Tests: partially wrote out url assignment automation, it assigns a struct field. ran bundle assignation
8 Days Ago
Update: bring over crystalar store prefabs, setup with dynamic refs - fix a bug with property drawer not being able to handle null/no selection - run bundle assignation script Tests: navigated through store in editor, saw it there. clicked to it's page, all sprites and vids were there
9 Days Ago
Merge: from main - some bits were manually resolved, will need updating menu prefabs
10 Days Ago
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
10 Days Ago
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
10 Days Ago
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
10 Days Ago
Merge: from main
10 Days Ago
Merge: from mt_snapshot_saving - Bugfixes for saving corpse and skipped storage boxes in Jobs 4 mode Tests: spawned and interacted with them
10 Days Ago
Bugfix: avoid thread race modifying same list when saving DisplayBoxStorage - cache is now an array rather than a list Tests: setup a display box storage, showed items in it, could see contents inside change
10 Days Ago
Bugfix: eagerly instantiate PaintballColorLookup to avoid it happening on Save, which is not mt safe Tests: spawned on craggy, switched on jobs 4 and shot with a paintball gun
11 Days Ago
Merge: from main
14 Days Ago
Update: add store.unloadAssets convar, default true Controls whether hiding store unloads assets or not. To re-enable requires restarting the game Tests: navigated store in bundled editor with convar disabled
14 Days Ago
Bugfix: fix disconnect flow causing double unsubscribe - introduce UI_Windon::OnVisibilityChanged - move all the sub/unsub code to it Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
14 Days Ago
Bugfix: recache icons when opening menu via escape and arriving at the store Tests: standalone - connected to the server and opened-closed menu multiple times
15 Days Ago
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
15 Days Ago
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
15 Days Ago
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
16 Days Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI
16 Days Ago
Undo: pulling in originals is unnecessary atm Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle Tests: none
16 Days Ago
Update: pull prefab originals if prefab variants were assigned to dynamic bundle Pulls just 1 prefab, but worth to do anyway. Still chasing why engine fails to load prefabs in bundle mode. Tests: built new bundles, checked manifest and loaded in editor
16 Days Ago
Update: gather assets into dynamic UI bundle as a first step, to capture all deps (40MB -> 0.6GB) - mode ui/menu2 assets from props-other assetscene to prefabs (otherwise no idea how it used to work before) - also add a bit earlier error checking when loading from bundle Tests: editor in bundle mode - able to see all but 2 icons, but prefabs are not loading
16 Days Ago
Bugfix: dynamically load sprites in store's item overlay - converted some ugly safety code to new IsValid extension Tests: navigated and clicked through all the shop UI - stuff was there
16 Days Ago
Bugfix: make shop tiles clickable - reassigned bundles to resources as some were stale and wrong - ripped out Update Dyn Ref action, as the data source is now not saved - also replaced manual FileSystem calls with Load method to keep it clean - improved dynamic resource logging to know which resource failed to load Tests: was able to navigate through all menus of shop. gotta fix missing icons in places
16 Days Ago
Update: Mark all static asset props as NonSerialized This breaks asset dependency link, can test if everything correctly hooked up Tests: navigated shop ui - most tiles are there but some not clickable. dlc pages open but missing icons in detail view
17 Days Ago
Merge: from main
17 Days Ago
Bugfix: ensure coverImage is enabled when initialized after initEmpty Think it's time to move to standalone testing Tests: navigated shop UI - all tiles had images
17 Days Ago
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click - ran dyn ref assign Tests: clicked through all dlc items - all open
17 Days Ago
Bugfix: avoid invalidating sprites when shop opens (caused by closing page on warmup) - Moved tab opening to OnOpened, after dynamic bundle resources were loaded - also implement better handling of overwrites Too much time chasing editor boot optim skipping warmup causing weirdness Tests: could scroll in general shop page, most of the tiles were clickable, only special dlc items were throwing. Still missing icons
17 Days Ago
Bugfix: rename a field to let StoreBundleTool find replicated ref field - ran dyn ref & bundle assigns Tests: can click on featured tiles in store (but tile icon was still missing)
17 Days Ago
Update: ran "Update UI bundle assignments" - fixed it up to skip reimporting assets with correct bundle assignations Tests: checked meta files