userDaniel Pcancel
reporust_rebootcancel

1,882 Commits over 457 Days - 0.17cph!

28 Days Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
29 Days Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
29 Days Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
29 Days Ago
Update: activate path proxies for UI - fix a bug with UI_SteamInventory using released textures This CL breaks prefab and texture dependencies. Going to validate standalone next Tests: using bundle backend, interacted with store in editor
29 Days Ago
Update: resave assets for ui/store.prefab - Still contains both path proxies and original objects, in case I'll need to chase up some sort of desync in upcoming test Tests: activated proxy path code and tested in editor(by inspecting prefabs and ensuring they assets) and non-bundle playmode(by going through a bunch of tabs in store)
29 Days Ago
Bugfix: avoid closing already-closed page This fixes an issue where we tried to unsub from dynamic bundle without loading it first Tests: started in editor and navigated to shop
29 Days Ago
Buildfix: get rid of dead code call Tests: editor compiles
29 Days Ago
Bugfix: path migration fixes - get rid of UI_StoreItemOverlayPage paths, since they're not used atm and might not be needed - make sure Takeover's page prefab gets assigned the right bundle
29 Days Ago
Update: overwriting all modified assets with copy from main Tests: none, will upgrade them next
29 Days Ago
Merge: from main Will need to copy all prefabs from main in next CL to ensure nothing's tarnished
29 Days Ago
Update: can now use PathProxyFor attribute to automatically show an asset picker for a string property - converted StoreTakeoverDrawer to use it Tests: enabled the path drawing paths and made sure it renders and interacts correctly
29 Days Ago
Update: StoreTakeoverPath - generalize DrawSpritePathField into DrawPathProxyField<T> - fixed DrawSpriteField not matching how it used to be Need to extract it from StoraTakeoverDrawer as it'll be useful in other places, will do that next Tests: visualized takeovers in editor. Prefab picker is empty (shame) but drag-and-drop works
29 Days Ago
Update: StoreTakeoverDrawer - path proxy drawer now draws like a sprite field - fixed drawer using wrong fields for icons Tests: tested on cached Path override, clicked to get a cprite picker, drag and dropped - all work
29 Days Ago
Update: general cleanup and make StoreTakeoverDrawer draw original props - StoreTakeoverDrawer used if-deffed-out blocks to be able to switch from Textures/Prefabs to paths to them - removed Tile Override path, as it hasn't been implemented fully yet and has been silently failing this entire time Managed to confirm that the data from Main got preserved, but I'll need to do a raw copy of prefabs with configs just to make sure nothing slipped through the cracks. Tests: navigated to takeover configs and explored them
29 Days Ago
Merge: from main Testing to see if I can upgrade data this way - that'll be next CL Tests: compiles in editor
30 Days Ago
Update: restore ItemStoreTakeover serialized layout - should allow to merge-and-upgrade all prefab changes, I hope. Will remove it post-merge. Tests: editor compiles
30 Days Ago
Tests: add a unit test for AssetBundleBackend to check if out of order async works Napkin code, will clean later once decided that this branch is merged back Tests: ran unit test in editor
30 Days Ago
Merge: from storetakeover_icons - Converts more store logic to use dynamic bundles, reducing ram usage Tests: took memory snapshot in stnadalone build for Store and Home pages
30 Days Ago
Bugfix: UI_Store - preserve which tab was opened when UI_Store is closed Tests: navigated to and away from store in Editor
30 Days Ago
Clean: remove TODO that turned out unnecessary Tests: none, trivial change
30 Days Ago
Update: UI_StoreItemGrid - allow grid to initialize it's tiles multiple times in a row Tests: clicked between various tabs on the store in editor with bundle backend
30 Days Ago
Update: UI_StoreTakeover - Do not instantiate textures when loading from dynamic bundle Lets us avoid destroy calls, since dynamic bundle unloading destroys things automatically Tests: navigated to the store page in editor with bundle backend
30 Days Ago
Bugfix: ensure dynamic bundle tracks subscriber count accurately This was causing the bundle to not unload in the updated flow Tests: navigated to store in editor with bundle backend
33 Days Ago
Bugfix: ensure ui/store.bundle gets unloaded after all changes - UI_Store opens the first tab during warmup, outside of OnOpen, which unbalanced subscribe/unsubscribe calls. It also never closed the tab when itself being closed. Addressed both. Tests: clicked through tabs, then closed shop - no asserts fired. Need to test in bundle mode, that'll be next.
33 Days Ago
Bugfix: fix some items showing empty icons Tests: navigated through all tabs of shop and inventory - everything seemed present
33 Days Ago
Merge: from fix_missing_takeovers Images still missing - digging deeper Tests: navigated to store
33 Days Ago
Update: run Update Paths and Assign Bundle on MenuUI2_Store_General grids Tests: none, will test in parent branch
33 Days Ago
Bugfix: warm up UI_StoreTakeover's Takeovers in more cases - Reimplemented warmup of StoreFeatured/General/Limited to first spawn empty tiles and fill them up once tab is opened Turns out, we can open tabs of store without opening store itself, resulting in an access to uninitialize takeovers. Couple empty item icons remain, will fix next. Tests: navigated to the store and clicked through bunch of tabs and scrolled around.
33 Days Ago
Update: break ItemStoreTakeover links to sprites - Added warmup-cooldown to relevant UI screens Doesn't work correctly - menu spawns, but uses wrong assets. This is due to warm-up logic running before storetakeover warmup Tests: navigated to Store and Inventory pages. Inventory is okay, but store is derped
33 Days Ago
Update: UI_StoreTakeover.AssignStoreBundle utility to assign it's icons to ui/store.bundle - Ran Assign Store Bundle on all takeovers Tests: inspected meta changes
33 Days Ago
Update: ItemStoreTakeover - stores paths to icon textures - Updated StoreTakeoverDrawer to visualize sprites from paths instead of ItemStoreTakeover fields - ran update paths on relevant prefabs Not decoupling sprite fields from ItemStoreTakeover just yet - gonna do it as a separate submit Tests: interacted with prefabs in the editor, confirmed that it's rendering correct images and paths are present
34 Days Ago
Update: FilySystemBackend supports "dynamic" asset bundles - updated store overlay pages to use it Was able to succesfully load up Abyss store page, observed no stutters. Confirmed with memory profiler that abyss textures were loaded only on entering the page, but discovered that they remain afterwards despite unload (as they're still owned by asserscenes.bundle somehow) despite ui/store.bundle being unloaded. That'll be next. Tests: used both normal and bundle backends in editor and navigated to Abyss page. Built a debug client and navigated to Abyss page, took snapshots. Built Release client to see if stutters are present.
34 Days Ago
Bugfix: fix UI_Takeover overriding with null values Tests: ran in editor
34 Days Ago
Hack: skip explicitly loading ui/store.bundle at boot Using this to check if we no longer have a bunch of media textures loading in. Memory Profiler shows -87 textures/-1.2GB loaded. Need to implement dynamic bundle loading, and see if it breaks anything else. Tests: memory profiled a standalone client. Couldn't get to Abyss page (but that's expected).
34 Days Ago
Update: assign UI store overlay page prefabs to ui/store.bundle - Ensure when we generate bundles, we chuck the assigned assets to ui/store.bundle Tests: generated bundles, used bundle mode in editor and was able to navigate to the Abyss store page.
35 Days Ago
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
35 Days Ago
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
35 Days Ago
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
35 Days Ago
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
35 Days Ago
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
35 Days Ago
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
36 Days Ago
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
36 Days Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
36 Days Ago
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
40 Days Ago
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open Tests: used in editor
41 Days Ago
Merge: from server_occlusion_poppin - Bugfix: fixes false-negative occlusion queries at the top of the hills - Bugfix: fixes false-positive occlusion queries while looking through a hill - Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM) - Editor: extended LoadMapFile with Server Occlusion debug tools Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
41 Days Ago
Merge: from main
41 Days Ago
Buildfix: don't try to draw on the server-only build Tests: editor compiles
41 Days Ago
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
41 Days Ago
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized