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@mandlar mandlar commented Jan 20, 2025

#24

This PR is bringing CUO up to version 0.1.10.0. This build seems stable in both Unity Player and my Android phone from my testing. Again, there could be issues that I haven't noticed.

Changes since 0.1.9.0 PR:

  • Re-symlinked some files that are now no longer different than their CUO version
  • Switched WorldMapGump to use current CUO Load() logic - except still waiting until next Update() to render that the map has loaded. If you don't do this, then the text won't display correctly on screen/in the journal
  • Removed old UOTexture code that was removed in 0.1.9.0. UOTexture will be deleted in 0.1.11.0, but that's okay now that I refactored in 0.1.9.0 to properly do PixelChecks. Dropped old lingering keepData parameters from GetTexture() functions related to this.
  • LightsLoader now uses CUO logic for rendering (although Lights are still yet to be tackled properly in MobileUO)
  • Moved opening of URLs via Unity into the PlatformHelper class

Fairly minimal MobileUO changes, everything else is CUO changes.

new rendering method does not work correctly, but reverted to old method via _use_render_target flag
…builds the dll into the Unity assets folder in order to get these files working inside of Unity. The files are still symlinked to the original ones.
…t the old version of ScrollArea control into the assistant so that it would only affect the assistant and not everywhere else. The more optimal solution is to re-write the assistant with the new ScrollArea behavior
mandlar and others added 29 commits January 7, 2025 21:32
…playing the same (incorrect) song everywhere in both Unity player and Android. Will re-visit later with CUO uprades
…hods. Reverted to using old pixel checks for now. Also fixed issue with GumpsLoader getting textures which was breaking mini map radar and maybe other gumps.
…ssues with world map gump, options gump and assistant gump
… not moving on top of other gumps. It's a backported fix from CUO 0.1.10.0
…own texture downstream for handle the Unity pixel check correctly
…d no longer needed PixelCheck flag. Reverted to new implementations that use Texture2D's SetDataPointerEXT and GetData now that these functions are implemented in the Unity XNA wrapper
Refactoring to use original XNA SetDataPointerEXT() and GetData()
…ing to show that the World Map was loaded until the next Update(). Otherwise the game won't actually print the loaded message.
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