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release: 21-10-24 (v38) #2522
release: 21-10-24 (v38) #2522
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* fix: Use the bucket public url * fix: Branch name reference * refactor: Use a defined github var
* Scene Parallax Dynamic Branching fix * Add the Mac shaders
* Hacky force unload * More force unloading * private force unloading * Remove dependency unload * Remove Resources.Unload in aggresive strategy. Not useful * Fix cacheable url * Fixed dependency unloading * Fix main asset unload * Fix test * Fixed more tests * Fixed more tests * more mote tests * Revert priority * null check in GatherGLTFAssetsSystem.cs * Revert "Remove Resources.Unload in aggresive strategy. Not useful" This reverts commit 383e5fe. * refactored unload strategy * Test coverage
* fix: Unable to recover initial memory state in GP (#2129) Now cached texture intentions are compared using the texture file hash instead of the URL that was used to download it. Now it does not matter which content server is the candidate to get the texture from, if the instance was previously stored, it will reuse it when entering Genesis plaza. * Cleaning code, step 1 Created a separated method to get the file hash. * Cleaning step 2 * Cleaning step 3
Co-authored-by: Ashley Canning <[email protected]>
## What does this PR change? Add dispose for the request and exception not thrown after that ## How to test the changes? not needed
* Handle RunConnectCycleStepAsync safer * Add logs in case of failed delivery * More logs * Preserve the previous connection if the players returns to the scene * Fix connectedScene assigning * Restore ConnectiveRoom.Fake
Signed-off-by: Juan Ignacio Molteni <[email protected]>
Implemented support for alpha texture on SDK unlit material component
…appearing (#2514) Those panels use textures downloaded from arbitrary URLs and not from the content servers, which means they will not have a file hash available. File hashes were being used as "key" in the texture cache (GetTextureIntention are the actual key, but they compare using a hash partially formed by the file hash). Now either the hash or the source URL is used to form the key/hash, depending on whether the file hash is available.
Windows and Mac build successfull in Unity Cloud! You can find a link to the downloadable artifact below. |
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🟢 Reviewed and approved by QA on Windows end. No major/critical/blockers were found during the testing session. We followed up the smoke testing guide https://www.notion.so/decentraland/Smoke-Test-Alpha-1055f41146a58020a624e86a564d60a1 and made sanity checks.
Also tested the queues for minigames, multiple teleports and the following games individually (appart from the quest system):
- Tower of Hanoi
- 2048
- Liquid Labirynth
- Recall Rush
- Color Pop
- Word Search
- Memory Grid
- Math Kittens
- Salad Slash
- Whack a Frog
- Memory Grid
- Sliding Puzzle
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🟢 Release reviewed on Mac, no mayor issues were found during testing. Approved by QA.
Somke test:
- Minigames
- Backpack --> emote/wearables
- Teleporting between different scene and worlds
- Social interaction
- Multiplayer
- New user - onboarding
What does this PR change?
...
How to test the changes?
Our Code Review Standards
https://github.com/decentraland/unity-renderer/blob/master/docs/code-review-standards.md