userDaniel Pcancel
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3,369 Commits over 792 Days - 0.18cph!

5 Hours Ago
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
Today
Optim: HttpImage - mode texture decoding to worker threads - added WebUtil.DownloadTextureTemp that uses DownloadHandlerTexture - disabled texture activation rate limit Now only a tiny hitch is present Tests: navigated to store General tab
Today
Optim: HttpImage - rate limit texture activation rate (2 per frame) Helps with General tab opening, but feels too limiting Tests: navigated to general tab of store
Today
Update: Add HttpImage.MissingSprite - reroute all dynamic sprites to MissingSprite - added store.HttpImageFailLoads to simulate loading failure Tests: navigated store with failloads 1, skin tiles need fixing
Today
Part 4/4
Today
Part 3/4
Today
Part 2/4
Today
Bugfix(editor): StoreBundleTool - fix missmatching file extension, part 1/4 - ran Update Urls(force) Tests: navigated through store tabs, only 1 image failing to download
Today
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Yesterday
Clean(editor): StoreBundleTool - get rid of last Task usage Tests: ran Update Urls (force)
Yesterday
Update: StoreBundleTool - improvements and optims - add a "force" version of Update Urls, incase we got desync between local and remote states - only run blurhash generation for invalid(or bypassed) image hashes - shuffle task scheduling to run as much as possible in the background - support multiple asset path prefixes for cases not in the store folder Tests: ran Update Urls (force), most upload tasks timeout (rip)
Yesterday
Update: StoreBundleTool - fill in image upload logic - changed url format - ran "Update Urls" Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
2 Days Ago
Merge: from main
2 Days Ago
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
2 Days Ago
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
2 Days Ago
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
2 Days Ago
Update: StoreBundleTool improvements - deduplicate serialized objects to reduce number of saves - deduplicate ProxyPaths to reduce number of field-callback invocations - document loss of data and why it happens Tests: ran the script
3 Days Ago
Bugfix: HttpImage - create blurhash sprite when one is needed Tests: navigated to store general page, saw the background change to blueish, dlc page is redish
3 Days Ago
Bugfix: clamp color channels when creating a blurhash texture Tests: navigated through store, no more color splodges
3 Days Ago
Update: ran StoreBundleTool to assign blur hashes Tests: inspected store with httpimagedelay
3 Days Ago
Bugfix(editor): read textures as srgb data when able to Tests: visualized produced blurhash
3 Days Ago
Update(editor): minor cleanup of CalculateBlurHash All experiments to async load textures failed, so committing to this version Tests: inspected a couple produced blur hashes
6 Days Ago
Update(editor): StoreBundleTool - add in logic to generate BlurHash for dynamic sprites Tests: works, but slow and produces wrong hashes
6 Days Ago
Update: back every dynamic sprite url in store with a blur hash field Going to setup data next Tests: compiles
6 Days Ago
Update: license file for blurhash Tests: none
6 Days Ago
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
7 Days Ago
Merge: from serverprofiler_disablememtracking - Bugfix for WatchAllocs failing to export snapshot almost always Tests: none, trivial change
7 Days Ago
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
7 Days Ago
Merge: from main
7 Days Ago
Update: store DLC background is now dynamically loaded Tests: opened the page, saw it loading in. swapped tabs, opened pack views
7 Days Ago
Bugfix(editor): StoreBundleTool - fix bundle assignment setting stale bundle value to props Tests: ran it on a modified prefab
7 Days Ago
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
7 Days Ago
Bugfix: fix pack overlay missing images for buttons or main section Tests: clicked through a couple packs, clicked on all carousel buttons
7 Days Ago
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)
7 Days Ago
Bugfix: ensure CoverImage is active when we succesfully load the image This makes FactoryDoor render correctly Tests: checked store for factory door
7 Days Ago
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)
8 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
9 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
9 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)
9 Days Ago
Merge: from main
10 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
10 Days Ago
Merge: from main
14 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
14 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
15 Days Ago
Merge: from main - some bits were manually resolved, will need updating menu prefabs
16 Days Ago
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
16 Days Ago
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
16 Days Ago
Clean: remove profiler disabling on boot Was temp measure code that slipped in Tests: none, trivial change
16 Days Ago
Merge: from main
16 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