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release: 2025-04-15 #3968
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release: 2025-04-15 #3968
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# Pull Request Description On teleportation we need colliders of target terrain chunk to be enabled. In first iteration it was achieved by hard coupling with `TeleportController`. It was mainly done because of hardly non-ECS nature of the mentioned Controller, making it impossible to inject one system in between of teleportation process. Additionally it was causing a bug with teleportation sometimes not taking into account terrain collider. ## What does this PR change? This PR presents major refactoring of TeleportController to streamline it into ECS approach. Now this controller is slim and responsible only for creation of the intent, while target Position calculation happens in the respective System. Enabling terrain colliders is now centralized in the respective system. Since teleportation was also done sometimes from SDK scenes, it was needed to extract calculated teleportation position into separate ECS Component. ## Test Instructions This is a full refactor of teleportation. Additionally to testing what is mentioned in the mentioned above Bug-ticket #3818, it requires good smoke-test pass on the teleportation - with all various and possible combinations, like - via Map - via /goto command - to terrain - to scene - to world - cross by foot from -144,103 to -144,104, back and forth several time (since it is terrain chunks borfer) Please also run the test instructions from this recent PR: #3473
chore: sync main to dev
* Aligned logs to the left * Added the many missing log categories to be injected into the Scene Debug Console
* add untrusted realm checking & confirmation popup * add 127.0.0.1 to whitelist * add localhost to whitelist * fix initial realm * added more trusted domains * clean import * fix test * overlay 100 opacity * fix unity editor import
It internally used the ArrayPool.Rent method which may (or may not) return a byte array that is longer than the amount asked, according to Microsoft's doc, so when that array was filled with the bytes of the string for which we wanted to calculate the SHA256 hash, it was passing the entire array to the SHA hashing function (with unknown length, and unknown content in not written bytes at the end of the array), which may produce a different hash for the same input string in different moments of the execution. PS: The only way to reproduce the bug was using a build, not in editor.
* Testing if the archetype change was the problem * Cleanup
* feat: add min spec guard panel at load * Added base view and controller * Implemented screen functionalities * Minor fix
* Fixed DisableActiveVirtualCamera() effect from non-current scenes.\ * Updated MainCameraSystem to implement ISceneIsCurrentListener * Updated test coverage
# Pull Request Description We were collecting performance analytics also during Loading Screen. This was adding a lot of data to the hiccups collection as well as giving not correct view on other FPS-related performance metrics. ## What does this PR change? - pause data collection while we are in the loading screen. - added player count in the perf analytics report ## Test Instructions Run the game and check Performance window from debug panel and compare with your performance experience/feeling. Does it align well with it (at least from the green/yellow/red colors on the numbers)? Verify how often you experience hiccups and if it reflected well on the hiccups count (approximately, mainly from color perspective but you can also try to check with numbers). If you can - check that `performance_report` analytic that comes to Sentry doesn't have any strange numbers there for FrameTime and Hiccups.
* add block for player movement on scene reload * increased radius for player camera in ThirdPerson and Drone views * fixed player not being released after reload * add try-catch * changed strategy and set some other parameteres * reverted camera prefab
* chore: add github event name code for schedule * add dummy change to trigger & test build workflow
* Show where photo was saved * Change the edit time text * Undo text change * Change code around * Show the toast when using the hamburger menu
* feat: add initial ktx and converter support * feat: add proper ktx conversion support * fix: disable texture disk cache * chore: remove textures fuse and disable ktx for non-nft textures * feat: add ktx feature flag * chore: clean up ktx and feature flags * chore: cache ktx ff for nft's
* Initial Unity 6 Upgrade * Fix NRE * Fix more NRE * Fix memory allocs and profiling sampler * Missed initialization * Missed allocs. * shader fixes facial and toon * scene shader fixes * Skybox fix * Avatar Cel Shading U6 upgrade * Fix tests * Toon and Scene shader changes for Resident Drawer upgrade * Unlit shader upgrade for Resident Drawer * Facial Features Resident Drawer * SceneTexArray * Toon Rimlight fix --------- Signed-off-by: Ashley Canning <ashley.canning@decentraland.org> Co-authored-by: Geoff Birch <geoff.birch@decentraland.org> Co-authored-by: Miha Krajnc <miha.krajnc@decentraland.org>
Windows and Mac build successful in Unity Cloud! You can find a link to the downloadable artifact below. |
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✔️ PR reviewed and approved by QA on both platforms following instructions playing both happy and un-happy path
Regressions for this ticket had been performed in order to verify that the normal flow is working as expected:
All tests can be seen in this document
🚀 Automated release PR