branchrust_reboot/main/ui_store_slim_ramcancel
9 Commits over 0 Days - ∞cph!
Update: UI_Store - drop UI_StoreItemOverlayPage references
- resaved prefab
Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles.
Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset
Using this to try to avoid caching of store assets
Tests: opened and closed Abyss page a couple times with DB backend
Clean: reorganize UI_Store.CloseStoreOverlayPage
- added a todo to revisit
Tests: none, trivial change
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up
Tests: tried a bunch of main menu interactions
Update: UI_Store - load overlay page dynamically from path
Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases.
Tests: In Editor, loaded Abyss overlay page in store
Update: UI_StoreTakeover - store paths instead of guids
- ran Update Paths
Our filesystem backends only work with paths, so GUIDs were useless.
Tests: none, trivial change
Update: UI_StoreTakeover - store GUIDs to referenced prefabs
- Ran Update GUIDs on MenuUI2_Store
same goal as before, try to dynamically load/unload store pages.
Tests: In editor, opened Abyss store page
Update: Run "Update GUIDs" on all store overlay page prefabs
Tests: loaded Abyss store page in Editor
Update: UI_StoreItemOverlayPage - store GUIDs of textures
- Added utility to fetch GUIDs from already assigned textures and saving to disk
Getting ready to switch to guid resource tracking instead of relying on unity to always load textures
Tests: Loaded into bootstrap scene in editor and opened Abyss store page