branchsbox/weaker-resourcecancel
4 Commits over 0 Days - ∞cph!
Cleanup dupe code, add some docs
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
ResourceJsonConvert uses given ResourceLibrary
Promises assign ResourceId again
Oops ResourceLibrary dictionary shouldn't be static no wonder it was fucked
Resource.Load doesn't need GameHost
Tools gets it's own ResourceLibrary, doesn't use GameHost.Menu anymore
NetRead.ReadResource can handle non-GameResource again
Replace optional GameHost virtuals GameResource.PostLoad/PostReload with simply passing ResourceLibrary
Replace Resource.Update in memory system with ResourceLibrary.UpdateGameResource, only used from tool asset inspector to propagate live changes of GameResource to game / menu
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
ResourceJsonConvert uses given ResourceLibrary
Promises assign ResourceId again
Oops ResourceLibrary dictionary shouldn't be static no wonder it was fucked
Resource.Load doesn't need GameHost
Tools gets it's own ResourceLibrary, doesn't use GameHost.Menu anymore
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools