branchrust_reboot/main/hackweek_derp_cleancancel

46 Commits over 31 Days - 0.06cph!

58 Days Ago
Clean: fix 2 Pool obsolete warnings Tests: none, trivial changes
58 Days Ago
Merge: from main - There's 2 new warnings for obsolete pool usage, will fix in next Tests: Built all modes in editor
2 Months Ago
Merge: from main Tests: built all modes in editor
2 Months Ago
Update: fixing invalid namespace reference Tests: none, trivial change
2 Months Ago
Clean: Removing other TMP hidden warnings Turns out I added an extra csc file that I missed today. Tests: none, trivial changes
2 Months Ago
Update: fixing depr warnings in TMP Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already. Tests: none, trivial changes
2 Months Ago
Update: Review feedback Avoid creating a struct when fetching state of ParticleSystem Tests: none, trivial change
2 Months Ago
Merge: from main Tests: Build all modes
3 Months Ago
Buildfix: removing usused using declarations Will trip up PC build Tests: ran PC build locally
3 Months Ago
Merge: from main
3 Months Ago
Update: Treat Obsolete warnings as visible, potentially errors. This allows us to clearly see when we have deprecation warnings. We can still clear the console if it's too spammy. Lastly, because they're treated as warnings and not flat-out-errors it allows us to control when we hard-deprecate via flag to [Obsolete]. Tests: marked a funciton as Obsolete - observed warnings instead of errors. Marked that func as obsolete-error - saw errors.
3 Months Ago
Merge: merge from main Lets see how much extra work I got left now
3 Months Ago
Update: AssetStorage now respects compression settings for Save() Originally it was doing nothing (because it picked a compression format as textureFormat, but then set textureCompression to Uncompressed), but now it'll try to compress on request. We only have 1 place where we attempted to compress the terrain normal map, but I'm disabling that explicitly (as it would lead to fudged normals). Tests: Baked Heightmap on CraggyIsland - spat out the same formatted texture as before
3 Months Ago
Bugfix: Discard alpha channel for generated LUT Originally it was saved as RGB24, but since my deprecation warning fix I re-enabled Alpha channel. This fixes it. Tests: none, trivial change
3 Months Ago
Clean: Fixing depr warnings in Third Party/VertexToolsPro - Adapted uncompressed texture pixel access, TextureImporterFormat -> TextureImporterCompression - SceneView.onSceneGUIDelegate -> duringSceneGui Holy guacamoly, it's there's no more deprecation warnings. Now to double check previous compression conversions, as I think I missed alpha channel handling in a couple places. Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Third Party/PluginMaster 8 to go. Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Third Party/CinematicEffects 10 to go Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Assets/Editor - Removed obsolete BuildOptions usage (they do nothing on native side) - Using explicit EditorGUILayout.ObjectField with AllowSceneUsage parameter overload - More PrefabUtility conversion - TextureImporterFormat.AutomaticTruecolor -> TextureImporterCompression.Uncompressed 12 warnings to go. Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Scripts/Audio - Removed the method containing deprecated usage, as it was trying to call into a native method that no longer exists. Tests: None, trivial change (no usage)
3 Months Ago
Bugfix: Prevent Scene2Prefab from always switching to default scene I dingussed up in the previous commit by doing extra changes after testing. Reverted small part of the change because Scene handle becomes invalid when loading a new scene. Tests: Ran "Locate Renderers with no LOD Components" - it returned back to original scene properly
3 Months Ago
Clean: Fixing depr warnings in Editor/Rust - Added a bit of error checking to SceneToPrefabs to avoid accidents - EditorApplication -> EditorSceneManager for all scene related work - ListView event changes, onItemsChosen -> itemsChosen, onSelectionChange -> selectionChanged 27 warnings to go. Tests: ran Scene2Prefab/Locate Renderers with no LOD Components - it detected a number of issues, so green. Other changes are trivial.
3 Months Ago
Clean: Fixing depr warnings in Scripts/Procedural - EditorGUIUtility.LookLikeControls -> manual setting field and label widths 47 to go (I hope) Tests: None, trivial changes
3 Months Ago
Bugfix: Reimplementing PowerLineWireUndo Unity deprecated a couple Undo APIs that broke our utility, so replaced them with new API. Also upgraded PrefabUtility usage and nuked a couple unused public methods (since they used deprecated APIs). Tests: Tested Undo-Redo when adding a new line on power line platform - works
3 Months Ago
Clean: Fixing depr warnings in LeavesBlowing.cs - Also cleaned empty method 65 to go - I thought this was going to be 0, but turns out there's 65 more errors hiding, so the counter restarts Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Rust.AI/ 3 to go. Tests: none, trivial changes
3 Months Ago
Clean: fixing depr warnings in Scripts/PostProcessing Done by taking Unity's official repo upstream patches for our version of unity for these specific file segments. We should replace our source package via a core package. 5 to go. Tests: Setup debug overlay for normals - still works (though wonky)
3 Months Ago
Clean: fixed depr warnings in Scripts/Analytics Now outputs refresh rate as a decimal fraction Tests: none, trivial change
3 Months Ago
Clean: fixing depr warnings in Scripts/Diagnostics Now able to return 2GB+ values for dump convar. 8 to go. Tests: Generated a dump, validated the padding is alright
3 Months Ago
Bugfix: KeyBindUI once more avoids modifying original prefab name This got broken in 2018.3, about a year after our code submit. Also sneaking in depr fixing in UI/Main Menu - Replaced obsolete PrefabUtils API calls in KeyBindUI - WWW -> UnityWebRequest 10 errors to go Tests: Checked main menu news still download and dispaly. checked KeyBinds prefab doesn't get polluted with bind names and options prefabs get renamed properly
3 Months Ago
Clean: Fixing depr warnings in Scripts/ConsoleCommands `objects` and `textures` vars can return 2GB+ memory size values per object now. - Application -> SceneManager - refreshRate -> Round(refrestRateRatio.value) 14 to go Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Scripts/ViewModel - More ParticleSystem module usage - Also removed obvious comments 19 to go - there's basically no more large groupings, so the CLs will continue to be small Tests: none, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Scripts/Client - More ParticleSystem module usage - Application -> SceneManager 23 to go Tests: None, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Scripts/Procedural - Removal of dead Render.mateiralType - Renderer.castShadows -> shadowCastingMode - WWW -> UnityWebRequest - Explicitly use default QueryParameters for a RaycastCommand 26 to go Tests: None, trivial changes
3 Months Ago
BugFix: TerrainMeta now updates Terrain Material if it's missmatching Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it. - Removed obsolete code (it always returned MaterialType.Custom) - Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation) Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
3 Months Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
3 Months Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
3 Months Ago
Clean: fixing depr warnings in Scripts/Server - Server performance can now report memory usage past 4GB Tests: None, trivial changes
3 Months Ago
Clean: Fixing depr warnings in Scripts/Entity - Deleted VehicleModuleSeating.EditorCopyIntoBaseVehicle - all prefabs had up-to-date seating (we can remove the field soon) - Deleted not-referenced Casette.FailedNetworkFileRequest (been marked as "deleteme" for 3-4y) - Converted more types to use IServerFileReceiver - Casette, Signage. Ran RPC codegen to clean up. - More ParticleSystems module use - More ClientRPC RpcTarget-overload usage - BasePlayer - explicitly read/write u64s (was happening implicitly via obsolete api) Tests: none, trivial changes
3 Months Ago
Clean: fixing depr warnings in Scripts/Util - Part of AssetStorage clean added a warning when compression gets ignored (we only have 1 use case right now, Terrain normal maps) - Remove TextureImporter obsolete field usage - TextureImporter.linearTexture -> .sRGBTexture - MeshRenderer.motionVectors -> .motionVectorGenerationMode - More ParticleSystem module usage 98 warnings to go Tests: None, trivial changes
3 Months Ago
Clean: fixed depr warnings in Assets/Prefabs - RequestFileFromServer to use IServerFileReceiver overload + ran RPC codegen - ClientPRCPlayer -> ClientRPC - more using particle system modules directly About 115 to go Tests: checked bradley effects work, checked chainsaw effects work, checked photoframe drawing works
3 Months Ago
Clean: Fixing deprecation warnings in Content Also did a drive-by on all the extra newlines Tests: spawned a vehicle with the component, observed vfx in water
3 Months Ago
Clean: Fixed deprecation warnings in Third Party/Community package Replaced obsolete RequestFileFromServer by implementing IServerFileReciever. Regenerated RPC codegen. Will need to update the public repo as well. Tests: insufficient, booted up local session, but couldn't test the new API.
3 Months Ago
Clean: Fixing deprecated code in most of Third Party packages - Removal of dead code dependent on SystemInfo.supportsImageEffects or SystemInfo.supportsRenderTextures - Removal of MarkRestoreExpected calls - Using ParticleSystem.MainModule to set multipliers Tests: none, trivial changes
3 Months Ago
Clean: fixing deprecation warnings in Standard Assets - Removed dead code around SystemInfo.supportsImageEffects - Removed MarkRestoreExpected calls - Use ParticleSystem's module to control multipliers Tests: none, trivial changes
3 Months Ago
Clean: upgrade deprecated code in Plugins - Replacing WWW with UnityWebRequest, also updated success checks to more generic versions - Texture.Resize -> Texture.Reinitialize - Mute deprecation warning when accessing a value (since we validate beforehand) - EditorGUILayout.EnumMaskField -> EditorGUILayout.EnumFlagsField Tests: Booted up local session - no new warnings/errors in logs, code took expected branches
3 Months Ago
Clean: Disable Obsolete warnings in TextMeshPro pkg This is external package, so we should just ignore what happens in their pond. Tests: none, trivial change