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Merge branch 'main' of https://github.com/michaelsakharov/Prowl #3

Merge branch 'main' of https://github.com/michaelsakharov/Prowl

Merge branch 'main' of https://github.com/michaelsakharov/Prowl #3

Triggered via push March 10, 2024 12:09
Status Success
Total duration 42s
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build.yml

on: push
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11 warnings
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Node.js 16 actions are deprecated. Please update the following actions to use Node.js 20: actions/checkout@v3, actions/setup-dotnet@v3. For more information see: https://github.blog/changelog/2023-09-22-github-actions-transitioning-from-node-16-to-node-20/.
build: Prowl.Runtime/Components/Camera.cs#L140
#warning: 'TODO: Smarter Shadowmap Updating, updating every frame for every camera is stupid'
build: Prowl.Runtime/Resources/Material.cs#L239
#warning: 'TODO: AssetID isnt reliable, especially if the shader is generated at runtime since then there wont be an asset ID '
build: Prowl.Runtime/GameObject/MonoComponent.cs#L116
#warning: '"Need to apply this to Component Deletion in Inspector, to make sure not to delete dependant Components"'
build: Prowl.Runtime/Utils/SerializedAsset.cs#L19
#warning: 'TODO: Somehow record Dependencies - reflection to find all AssetRef instances and store them in a list?'
build: Prowl.Runtime/Components/Camera.cs#L197
#warning: 'TODO: Atm gizmos is handled in a RenderObject method, but it should all be inside Update() including rendering but that will happen over the rendering overhaul, so for now reset every render (when rendering overhaul, it should be once per frame)'
build: Prowl.Runtime/GBuffer.cs#L25
#warning: 'TODO: Dont always use 32bits, optomize this and use only whats absolutely needed, some precision loss is ok as long as it doesnt hurt visuals much, normals for example could probably be 16'
build: Prowl.Runtime/GBuffer.cs#L26
#warning: 'TODO: Switch to a singular 16bit "Material" buffer, AO, Rough, Metal, the final channel would be 16 bools, Lit, Fog, etc'
build: Prowl.Runtime/SceneManager.cs#L104
#warning: 'TODO: Awake should be called immediately after the creation of the component/gameobject not in the first frame'
build: Prowl.Runtime/Utils/FontAwesome6.cs#L458
'FontAwesome6.Equals' hides inherited member 'object.Equals(object?)'. Use the new keyword if hiding was intended.
build: Prowl.Runtime/Math/Plane.cs#L153
Nullability of type of parameter 'other' doesn't match overridden member (possibly because of nullability attributes).