LogicalError / realtime-CSG-for-unity

Realtime-CSG, CSG level editor for Unity
https://realtimecsg.com
MIT License
735 stars 77 forks source link

Omnibus PR with fixes for #333, #334, #335, and README updates #340

Closed nukeandbeans closed 2 years ago

nukeandbeans commented 2 years ago

This PR fixes issues introduced with PR #333. It fixes #334 and closes #335. All changes that were not present in the release 7521cd7d1c2cc3b9d097d702567aedbd74b2c387 and were in #333 are here, as well.

Changes introduced in #333:

#333 fixes introduced in this PR:

#334 and #335 fixes:

Other changes:

LogicalError commented 2 years ago

Sorry made some tiny modifications to 2 files, didn't notice your PR until after that

nukeandbeans commented 2 years ago

Sorry made some tiny modifications to 2 files, didn't notice your PR until after that

No worries! I'll just bring the changes over when I have time.

nukeandbeans commented 2 years ago

All merge conflicts were resolved. If all is good, then I'll go ahead and merge the changes + create a release.

nukeandbeans commented 2 years ago

Just occurred to me that there should probably be a FAQs section in the readme. I'll add that in after work later today. Beyond that, that is all the things I can think of that needed fixing or adding, unless someone else brings something up.

nukeandbeans commented 2 years ago

Trying this PR in an actual project seems to cause an extended load time, that seems to go on infinitely (freezes the editor basically). I'm looking into changing how MaterialUtility.CreateRenderPipelineVersionOfDefaultMaterial(Material, string) handles getting paths for things, as it appears that finding directories or files is extremely slow with a lot of folders (sensible). Due to this, I'm going to mark this PR as a draft until I can fully fix this problem. Additionally, it appears to not work as a local package (cannot find folder), and I'm hoping that fixing the above will also fix that.

nukeandbeans commented 2 years ago

Farther digging provides that the hang is related to render pipelines and material generation. Looking into how to fix this.

nukeandbeans commented 2 years ago

Last commit should hopefully fix the aforementioned material generation issue and allow RCSG to work with RPs properly, again.