userDaniel Pcancel

1,852 Commits over 457 Days - 0.17cph!

18 Days Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
18 Days Ago
Merge: from main
21 Days Ago
Merge: from main
21 Days Ago
Update: don't build UI bundle for server bundles Tests: none, trivial change
21 Days Ago
Clean: get rid of StoreTakeover internal warmup count It never goes past 1 since we fixed open order of store Tests: stuck an assert and validated poked at different menus
21 Days Ago
Bugfix: ensure StoreItemGrid caches local source bundles Fixes wrong imges displayed in the shop for specific items Tests: navigated to store and clicked a bunch of pages. Compared before and after images
21 Days Ago
Update: reimplement UI_StoreItemGrid population - Warmup completelly skips initialization of tiles - Expanded the interface to permit existing custom usage (filtering via search, editor test tools) Tests: Clicked through a bunch of tabs and tiles, used search
21 Days Ago
Update: remove extra CacheBundleIcons calls from store tabs Previously were needed because tab could open before the store - since it was fixed, it's unnecessary Tests: navigated to store tabs - no errors
21 Days Ago
Clean: StoreItemGrid.Warmup -> OnOpened Review feedback pt 2 Tests: none, trivial change
21 Days Ago
Clean: rename WarmupIcons to CacheBundleIcons Review feedback pt1 Tests: none, trivial change
21 Days Ago
Backup 2
21 Days Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
22 Days Ago
Update: testing code to try to trigger NREs. so far unsuccessful Need to switch away from the task for a bit, will get back to it later today Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
23 Days Ago
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle Tests: clicked through store in editor
23 Days Ago
Update: feed dynamic bundle hashset externally to AssetBundleBackend This allows us to reuse the const instead of hardcoding a raw string Tests: compiles in editor
23 Days Ago
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs
23 Days Ago
Merge: from main
23 Days Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
23 Days Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
23 Days Ago
Clean: replace a path with a named constant Tests: editor compiles
23 Days Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
23 Days Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
23 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
23 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
23 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)
23 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
23 Days Ago
Buildfix: get rid of dead code call Tests: editor compiles
23 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
23 Days Ago
Update: overwriting all modified assets with copy from main Tests: none, will upgrade them next
23 Days Ago
Merge: from main Will need to copy all prefabs from main in next CL to ensure nothing's tarnished
23 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
24 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
24 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
24 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
24 Days Ago
Merge: from main Testing to see if I can upgrade data this way - that'll be next CL Tests: compiles in editor
24 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
24 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
25 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
25 Days Ago
Bugfix: UI_Store - preserve which tab was opened when UI_Store is closed Tests: navigated to and away from store in Editor
25 Days Ago
Clean: remove TODO that turned out unnecessary Tests: none, trivial change
25 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
25 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
25 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
27 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.
27 Days Ago
Bugfix: fix some items showing empty icons Tests: navigated through all tabs of shop and inventory - everything seemed present
28 Days Ago
Merge: from fix_missing_takeovers Images still missing - digging deeper Tests: navigated to store
28 Days Ago
Update: run Update Paths and Assign Bundle on MenuUI2_Store_General grids Tests: none, will test in parent branch
28 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.
28 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
28 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