#Runtime Icons

1903 messages · Page 2 of 2 (latest)

haughty furnace
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I shall have to see

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I think my first thought is that it could be GraphicsAPI breaking things, that mod changes a setting that it should not be changing

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but I'll check if I can repro on this latest code and then check that after

hidden mauve
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alr

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ty for looking into it 🙏

haughty furnace
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wait diversity enables that landing cutscene by default??

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bruh

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I figured for sure that would be opt in or a separate mod

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looks like things are maybe fine without diversity/graphicsapi

hidden mauve
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I thought the cutscene was vanilla

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im gonna disable that

haughty furnace
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ah I see lol

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being able to move around the ship during landing is vital for some strats in vanilla so I don't understand why they would do that

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it looks cool but I definitely would never want to be locked out of moving around the ship during landing

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now I gotta figure out what the hell GraphicsAPI was doing to us again because I cannot remember everything it screwed with

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that mod has been endless trouble for RuntimeIcons, but I had thought that the latest version of the transparent background rendering was immune to its shenanigans

hidden mauve
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hey if you find any other things that cause a lot of errors and can be disabled, just lmk

haughty furnace
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oh I'm on my testing profile now tbh

hidden mauve
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ive been trying to find the causes to a lot of them so if you could lmk thatd be sick

haughty furnace
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well there's this..........

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they should not be including my dll in their "mod" instead of making it a mod pack

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it makes BepInEx print this

[Warning:   BepInEx] Skipping [OpenBodyCams 1.3.0] because a newer version exists (OpenBodyCams 3.0.3)
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reading through the logs with the amount of AccessTools spam from people using it for soft compat is painful, I can't look at this anymore kek

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one of my biggest pet peeves

hidden mauve
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I don’t really understand what a lot of that means lol

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Does this just go back to mod creators not making their stuff correctly or what

haughty furnace
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yea

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well, the AccessTools thing does

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that API is dumb

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but the BetterMonitors thing.. that shouldn't exist

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it is on an ancient version of OpenBodyCams

torpid spruce
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also that it's using 3 other mods that are also ancient lol

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and also

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😭

haughty furnace
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wut

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why is LC_API a dep

torpid spruce
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for GoAwayModList

haughty furnace
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oh I see

torpid spruce
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ancient mod for when LC_API was still relevant

haughty furnace
exotic bramble
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and my friends wonder why i keep my mod pack the way i do, not including various things i "should" to them

torpid spruce
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since it listed all the mods when you entered a save 😭

haughty furnace
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the description doesn't even mention those two mods

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I also don't understand the logic behind going through the work to put those deps into the manifest instead of just depending on the versions of the mods you want

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that is bizarre as hell

torpid spruce
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9 months old

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different times

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🔥

exotic bramble
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if lethal company is held by sticks and glue, this shit is held by one sheet of paper

torpid spruce
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a string

haughty furnace
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I don't think there's anything holding it together

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definitely not the original author

torpid spruce
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mental fortitude

exotic bramble
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its held by the wind deciding if it fully tumbles or not

haughty furnace
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I wonder if this was made by one of the people that wants their mod list to be shorter for no apparent reason

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just shove the mods into a zip file that'll solve it

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weirdly enough, installing Diversity in my test profile didn't result in the black background appearing on icons, I'll have to look into this some more

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buh

hidden mauve
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Have you looked at the HD lethal company mod

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The depreciated one I’ve got in there

steel hatch
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GoAwayModList only exists because LC_API lists all your mods when you join for no reason

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lol

torpid spruce
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I mean was no point in having it if you didn't have LC_API

steel hatch
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there is also no point in having LC_API

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but i suppose that is true

torpid spruce
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Yeah but almost everyone was using LC_API at the time

steel hatch
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maybe i was just late to the party but i dont ever remember a time everyone was using lc api

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there is nothing in its feature list that is remotely necessary

torpid spruce
steel hatch
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even when i started playing in early december i never saw any mods using it

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unless it was october-november

torpid spruce
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BiggerLobby had it as a Dep

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I assume other bigger mods also had it as a Dep

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OG Brutal Company

steel hatch
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lol well i guess that is about the only example that comes to mind

haughty furnace
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it would not surprise me if it screws something in RuntimeIcons up

hidden mauve
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How come

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What’s wrong with it?

haughty furnace
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because it touches more than it should and there are alternatives that do what it does better

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what are you using it for?

hidden mauve
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Higher quality fog and stuff like that

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Do you have an alternative

exotic bramble
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the only thing HD has that no other mod has done for some reason is no pixelization

haughty furnace
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not true

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LCUltrawide does it and does it better

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for fog, not sure

exotic bramble
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oh that IS a feature?

hidden mauve
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Should I use that instead?

exotic bramble
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i thought it was some weird thing with high resolution stretching out the pixelization filter

haughty furnace
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if you're using HDLC to increase the render resolution, then I would recommend LCUltrawide instead of that

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but don't run them at the same time or things will be broken

hidden mauve
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Sure

hidden mauve
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You should just disable a few of the HD and skybox mods and see if that fixes the issue, then just keep narrowing it down from there

haughty furnace
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I forget which dimension it is, but you should only set one and it will automatically choose the other

torpid spruce
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It's probably Height or it doesn't matter which 1

haughty furnace
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I think I wished it was height but I believe it may not be

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I would have to check

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oh god the way it sets the fog quality is so cursed

steel hatch
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hd lethal company?

haughty furnace
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I really hope that is not the only way to do that

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yea

steel hatch
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doesnt it do resources.findobjectsoftype every single scene load

haughty furnace
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yes

steel hatch
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lol

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well

haughty furnace
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not only that, but volumes can be added at any time, so there is no guarantee that there won't be some that will be missed

steel hatch
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i wouldnt say there's a much better way to do it

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outside of not using resources.findobjectsoftype

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object.findobjectsbytype with find inactive would be better

haughty furnace
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it's setting the quality as an override

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I would have to imagine that is overriding some global setting in the HDRP asset

steel hatch
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oh

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right

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i forgot that fog had overrides like that in hdrp

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i thought it was just a property of the volume

steel hatch
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anyways findobjectsbytype<volume> on scene load isn't always terrible

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i use it for a couple things in chameleon

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but hdlc is definitely a little scuffed

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the volume patch actually causes the ship to fail to land usually

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which is the main reason it's deprecated now

haughty furnace
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huh I see

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I just really dislike it because it changes parameters for all cameras in the entire game for no reason

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it could just change the gameplay cameras, but no, it's gotta screw with every single camera and break random stuff

hidden mauve
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ima remove HD lethal then

haughty furnace
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come to think of it, there's a good chance that is part of the reason that RuntimeIcons is breaking

steel hatch
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lol

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yeah

hidden mauve
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im removing it, then ill lyk if it fixes it

haughty furnace
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because for some reason, instead of letting the defaults stay when you're not changing them, it sets the custom pass to enabled even if it is already enabled

hidden mauve
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give me a minute

steel hatch
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that was my immediate thought as soon as you mentioned it touches the cameras

haughty furnace
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I'm gonna lose it

hidden mauve
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testing rn

haughty furnace
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at this point maybe I should just make RuntimeIcons patch out that entire function

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stupid mod

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god

hidden mauve
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Im trying it rn give me a second

haughty furnace
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I kinda wonder if maybe your graphics chip might have issues with graphics fences, do you know if that's possible?

The values you're getting back look completely bogus, but I'll have to try and repro to confirm that it's a hardware/drivers issue

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I guess if you have others playing on that profile and they also have the same problem then it couldn't be that, too

hidden mauve
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@haughty furnace

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holy shit removing HDlethal company might have completely fixed it

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let me find some more items to see

exotic bramble
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zagster 😼

hidden mauve
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yup it fixed it

haughty furnace
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it's very curious to me that it only breaks when both custom passes are forced on for the icon camera, and diversity sets the custom buffer format to not include alpha

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because I had the impression that the vanilla custom pass didn't support transparency anyway

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although maybe we are excluded from the custom pass via layer mask..... hmm I forget

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it's always HDLC and Diversity man

bitter rain
hidden mauve
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just ambient stuff

haughty furnace
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I don't unfortunately

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I don't mess with that stuff normally

steel hatch
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chameleon will let you increase the fog quality

haughty furnace
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closest thing I know of is Chameleon, which has an option to unable reprojection

steel hatch
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but fog quality has an enormous performance cost

haughty furnace
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but that's probably not exactly the same

steel hatch
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it supports fog quality as well

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medium and high

haughty furnace
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oh I see nice

steel hatch
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reprojection is just a backup (since it was implemented first)

haughty furnace
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does it do it the same way as HDLC?

steel hatch
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uhh it definitely doesnt do resource.findobjectsoftype

haughty furnace
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well just any Find<Volume> I mean

steel hatch
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dopadream implemented it but i think it still uses findobjectsbytype

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i think so

hidden mauve
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all good

haughty furnace
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they tank those

hidden mauve
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im just tryna make the environment as scary as possible

haughty furnace
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I will have to figure out if there's an alternative

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I am not a fan of that

steel hatch
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¯_(ツ)_/¯

hidden mauve
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when I was just testing, an aloe snatched me and stepped on a land mine and died

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pretty goofy

steel hatch
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i can look for you

hidden mauve
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but look at the environment and how spooky it is

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its almost perfect

steel hatch
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i dont use the fog quality settings myself because im definitely not on powerful enough hardware to support it

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but it's super duper easy to test

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the visual improvement is immediately apparent on the ship if it works

haughty furnace
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what you could potentially do worst case is adjust the preset values for the fog settings

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not sure if it's public api, but it's one modification site instead of trying to catch all fog volumes in the world

steel hatch
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probably

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i should mention that the default setting doesn't force fog quality to low

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it just doesn't apply any overrides

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so that is always an option to avoid breaking mods

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the problem, iirc, is that several vanilla volumes have fog overrides set

hidden mauve
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alr ty for the help @haughty furnace ur mod is dope

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problem is fixed

haughty furnace
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tyty

steel hatch
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so i'd probably have to cache a list of vanilla volumes that have known values i can override (or disable overrides on) or the feature will barely work even when it's enabled

hidden mauve
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you know the polaroid mod?

steel hatch
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and you'd still be hung out to dry for modded stuff

haughty furnace
haughty furnace
hidden mauve
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yes

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you should made a secondary mod that applies runtime icons to that

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because theyve got similar art to the vanilla gear for the items in ur hotbar, and not a 3d image

haughty furnace
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well

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it's on my todo list to take over maintenance of that mod so I should be able to fix it at the source

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problem is I keep getting more and more other things to do

hidden mauve
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when youve got the chance you should really do that

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another thing for the to do list

haughty furnace
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should be easy enough, I can just remove the icon and then generate one with RuntimeIcons and bundle it

hidden mauve
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think you'd be able to make it so each of the photos display what's on them in the hotbar too?

haughty furnace
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well

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I definitely could, but that is a fair amount of work on both sides to make that work

steel hatch
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🥲

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anyways

steel hatch
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but i think the way it's set up is already decent enough it is not a major concern

#
int? qualityValue = Configuration.fogQuality.Value switch
{
    Configuration.FogQuality.Medium => 1,
    Configuration.FogQuality.High => 2,
    _ => null
};
if (qualityValue.HasValue)
{
    fog.quality.Override(qualityValue.Value);
    Plugin.Logger.LogDebug($"Changed fog quality mode on \"{volume.name}\" to \"{fog.quality.value}\"");
}
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it only overrides the fog quality and doesn't actually override if fog is enabled

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and if you use the default setting, this will return null and be skipped, and nothing gets changed

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i could maybe add a warning to "use at your own risk with other mods" if there is concern, or an example of a mod that this does conflict with

haughty furnace
steel hatch
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you can't assign materials[1]

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zeekerss did it the right way in vanilla

Material[] sharedMaterials = this.flashlightMesh.sharedMaterials;
if (on)
{
    sharedMaterials[1] = this.bulbLight;
}
else
{
    sharedMaterials[1] = this.bulbDark;
}
this.flashlightMesh.sharedMaterials = sharedMaterials;
haughty furnace
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why not? is the length 1?

steel hatch
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no, [1] is the second index

haughty furnace
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I know

steel hatch
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you can only assign to index 0 with .sharedMaterial = or you have to change the whole array

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anyways shaosil's patch breaks all flashlight items

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both of the ones in vanilla and the elite flashlight item in the mod that reuses that class

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and it's a prefix cancel

haughty furnace
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it looks like it's using sharedMaterials plural to me

steel hatch
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and it's not configurable

haughty furnace
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if it was trying to assign to an index of a single material that would be a compiler error

steel hatch
steel hatch
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it is the only way to assign a material to any index other than the first

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in unity

haughty furnace
steel hatch
haughty furnace
hidden mauve
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whats the watcher

steel hatch
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you are probably looking at the wrong patch

hidden mauve
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diversity adds it

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is that the vent guy

steel hatch
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his Start() patch works

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// Copied and optimized from vanilla method
if (__instance.changeMaterial)
{
    __instance.flashlightMesh.materials[1] = on ? __instance.bulbLight : __instance.bulbDark;
}
#

but this does not work

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and this is what his SwitchFlashlight prefix cancel does

haughty furnace
hidden mauve
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oh ok

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theres this guy in the vent, it's just a pair of eyes

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and if you walk by he snatches you

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very well made

haughty furnace
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that is so bad

steel hatch
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yeah sorry i should've specified

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anyways

haughty furnace
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your link sent me to lunxara's post lol

steel hatch
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yeah, that's my bad

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anyways it's a prefix cancel that breaks all flashlight items

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with no config setting

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so the only way to fix it is to

  1. not use generalimprovements
  2. write a patch to cancel his prefix cancel (is this even possible? i actually have no idea)
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yyyyy

haughty furnace
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but not only was he changing it to assign to the array directly as an "optimization", he also was using materials instead of sharedMaterials, which would have caused the material to be cloned every time the flashlight is toggled

steel hatch
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yeah...

haughty furnace
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was there a point to the patch other than "optimization"?

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that is so concerning if that was all it was for and it wasn't even measured first

candid island
haughty furnace
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the difference is probably completely unmeasurable

steel hatch
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shaosil changed a lot more about flashlights than just this

torpid spruce
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Someone will strike gold if they make a monitor mod that's on par with GI's implementation

steel hatch
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iirc the main thing is that he wanted to fix the bug where you can't stack pocketed flashlights

candid island
steel hatch
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like, if you have a laser pointer turned on, switch to a pro flashlight that's turned on, and then scroll off, you will only see one or the other and not both

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in vanilla

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i also tried to fix this bug and my patch is less destructive but IIRC it is not as watertight as whatever shaosil did with his

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i assume he was just prefix canceling everything and had to copy this logic over at the same time

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and he made changes to it not being aware of unity's underlying weirdness with the materials API

haughty furnace
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certainly I wouldn't mind making a monitor mod with an API that does things better but I can't really take the time to do it for free at the moment

steel hatch
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and then it sat undiscovered for almost a year now

torpid spruce
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Just hard to do since probably not many people want/have the time to put in the work and can't fork GI since no license lol

candid island
haughty furnace
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if I were to make such a thing it would be from scratch

candid island
#

For the time being

steel hatch
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there was another mod called openmonitors that is open source i believe

candid island
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cus knowing Shaosil he will return eventually

haughty furnace
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yeah that one seems decent on the surface, but I haven't delved into its code

candid island
haughty furnace
#

it doesn't exactly do everything either

steel hatch
candid island
#

Yeah it's MIT Licensed

steel hatch
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no hate to shaosil, he's a cool guy and i used to use his mod in everything

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but i think generalimprovements shot itself in the foot by expanding to encompass so many additional features immediately before he went on hiatus

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i am in the unique position where i can just take all the bugs i remember generalimprovements fixing, rewrite those patches, and then release a mod for it and get by without using GI anymore

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but for everyone else that got beached with "GI or the highway" it is really unfortunate

haughty furnace
#

Buttery, you could potentially change your fog patch to change

((HDRenderPipeline)RenderPipelineManager.currentPipeline)?.currentPlatformRenderPipelineSettings.lightingQualitySettings

modifying the Fog_ControlMode, Fog_Budget and Fog_DepthRatio arrays that are used to look up the settings for the selected quality level

torpid spruce
#

Someone give me my wake up call and I just do custom monitor shit myself

steel hatch
haughty furnace
#

uhh

steel hatch
#

like, are you just overriding the default settings for the volume, or are you overriding the qualities themselves

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im a bit fuzzy on those details

haughty furnace
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it is used to look up the fog quality, so if the override is just a simple integer then yes

steel hatch
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because several vanilla volumes have a quality override set to force it to low quality

haughty furnace
#

I would expect all of them to be

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you can just set each index of those arrays to the maximum quality between their current value and the selected quality level from your config to ensure that it doesn't go below the selected option

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then you never reduce quality, only increase it

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certainly is a bit fiddly doing it there, but I don't see another option, other than hooking into the getters for the Fog class

steel hatch
#

feels kind of intrusive

haughty furnace
#

which also wouldn't be terrible

steel hatch
#

but i can give it a go

haughty furnace
#

what you're doing is inherently intrusive, at least this covers all users

steel hatch
#

i guess that's fair enough

haughty furnace
#

forcing quality down is arguably worse

steel hatch
#

yeah

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that's true

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i thought i added a check to make sure the quality level wasn't higher first

haughty furnace
#

it's also easier for you to make the option changeable at runtime without tracking every single modified value

steel hatch
#

but the fog stuff went through so many iterations it might have gotten lost at some point

haughty furnace
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(which would be a very good function to provide to allow people to dial in their settings without restarting)

steel hatch
#

anyways i havent been touching chameleon in a while but i'll try this once im back to it

haughty furnace
#

ultimately it's probably easier and cleaner to hook the getters, so up to you

#

either way would work, but getters means that you don't have to be statey

steel hatch
#

yeah i think if im changing the underlying values

haughty furnace
#

just make sure you're not hitting the overhead of ConfigEntry every time it's called

steel hatch
#

i'd rather hook the getters if it will function

haughty furnace
#

yea

#

it should work

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it's at a more convenient level where you can just compare one integer instead of a few floats

steel hatch
#

come to think of it i dont think ive ever patched a getter with harmony before

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i've always wanted to see if it'd work but i don't think that, before now, i've ever had a serious use case for it

haughty furnace
#

you can pass MethodType.Getter to the annotation and it will Just Work

steel hatch
#

ah yeah nvm i remember

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i think i saw that when i was trying to patch enumerator types

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and found out about methodtype.enumerator

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anyways yeah i'll look into it

#

i have been hopping back and forth between so many things these past 2 days

haughty furnace
#

yeah lol it's sounded like it

tawny crest
haughty furnace
#

trying to load up the profile now to test that, it is nuking my pc from orbit

#

12gb and it hasn't finished loading Aware

haughty furnace
#

@tawny crest couldn't repro any issues with icons on that pack on my machine, at least by landing a few times on exp/ass

#

might need you to narrow it down more

#

if you find a consistent way to repro the issue lemme know, especially if it happens without all these content mods that took so long to load lmao

hidden mauve
#

For like within the year or whatever you decide to work on lethal snap project

#

For the actual photo icon you can just have a blank polaroid paper with a black box there the picture is supposed to be

tawny crest
tawny crest
#

idk if this will help, but for some items (Rubber ducky) if i spawn them first, icon will appear, but if they are spawned after something else it doesn't
some items, like the sticky note work all the time (i think?)

#

items like big bolt or zed dog can never render their icon no matter what

haughty furnace
#

think you could add CullFactory and get a seed for me to use to reproduce some broken items? that would make this vastly easier

tawny crest
haughty furnace
#

uh possibly? hard to say for sure

torpid spruce
#

I don't think so

haughty furnace
#

I would definitely recommend checking this without spawning via any tool to make it less tricky to debug on my end

#

but if you are only able to get it to happen that way, you can send exact steps to reproduce the bug every time

tawny crest
# haughty furnace think you could add CullFactory and get a seed for me to use to reproduce some b...

Seed: 1891222
Profile code: 0194d7a0-dd63-3e9a-bb10-f0dc0b60467f
Land on Experimentation, go via the fire exit, go down the stairs, find Big bolt -> broken icon

Another way with Imperium:
Load onto the lobby, spawn Big bolt -> broken icon,
Spawn Rubber ducky -> broken icon.
BUT if you switch the order of their spawning after loading on a new save, then:
Rubber ducky -> working icon
Big bolt -> broken icon

Sticky note/Manual on the ship always has a working icon.

#

it's seems to be the way transparency is calculated, cause for all broken items i get more than 100% transparency reported in the log, sometimes even up to 500%

#

even though all cached icons look completely fine

haughty furnace
#

yeah, it really shouldn't be possible for it to go over 100% the way it's set up, but I'll have to check if there's something screwy with the async setup for the compute

tawny crest
haughty furnace
#

can't reproduce it here with the seed, trying with Imperium now

ripe drift
haughty furnace
#

thing is, we request the readback in the command buffer along with the execution of our kernels, so it should in theory push those results into the dictionary while they are correct and then continue to the next execution

ripe drift
#

unless the gpu runs then in parallel... can it? 🤔

haughty furnace
#

the command buffers are run on each camera render's command buffer iirc, so it should be waiting for present and therefore force those to complete in order, but I don't know for sure

ripe drift
#

we do not have any kind of fence, forcing sequentiality

#

that's the only thing i can think of that could yield a transparent count of >100

haughty furnace
#

yeah

#

it's definitely a possibility

ripe drift
#

this weekend i'll have to brainstorm with you to polish an idea i have for it

steel hatch
#

i encountered this issue with one of my friends, but they are using extremely old low power hardware and have no dedicated GPU

#

it was the same transparency error being printed, and they would hard crash very shortly after, and nobody else experienced that issue with the same profile

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i'm not sure if that's of much help but figured i'd mention

haughty furnace
#

wait they crashed theinking

#

do they crash regularly? or does it only happen with RuntimeIcons?

ripe drift
steel hatch
#

it's not runtime icons causing the problem

#

they just have barely any video memory

tawny crest
#

i don't crash, thankfully plink

steel hatch
#

runtime icons does contribute to the frequency of them crashing, but that's more a hazard of their environment than of the mod

tawny crest
#

i do use an integrated gpu, but i think it uses ram as its memory so there's no shortage of it (64Gb)

steel hatch
#

i just wanted to mention that the transparency error definitely replicates for them and might have its roots in hardware specs, rather than just the profile + repro steps

steel hatch
haughty furnace
#

will try building something that you can try in a little bit voxx

tawny crest
#

because if you dispatch two things at once they will run in parallel

ripe drift
#

we do dispatch only one each frame

tawny crest
#

and maybe your resetting to zero in the compute shader might not run properly?

ripe drift
#

well only one render

tawny crest
#

but is the compute shader readback complete on the next frame when you dispatch the next one?

ripe drift
haughty furnace
#

it's not totally clear from the API though, maybe CommandBuffer.DispatchCompute is by default async and then the higher level APIs that I saw before with the Async postfix use a fence to ensure that they complete in order

#

I'm going to try putting a fence in

#

I think it should be an exception for us to use fences without them being supported, but I can't say I know for sure

tawny crest
haughty furnace
#

gotcha, then this fence should fix it, lemme test on my end and then send it

#

looks like based on my reading, accessing GraphicsFence.passed should throw an exception if fences aren't supported, so I think we're okay there

ripe drift
#

@haughty furnace before you pull the trigger

#

do you remember we said there was something to fix thst was not yet worth a release?

haughty furnace
#

I forgor

ripe drift
haughty furnace
#

I assume it should have already been committed at this point

ripe drift
#

ohh it was the fix for the try catch in the thread

haughty furnace
#

oh huh

#

like putting it inside the iteration instead of around the loop?

#

oh no it's already there, idr then

ripe drift
#

no adding explicit handles for the interrupt exceptions so they do not print an error

#

i'm by mobile till tomorrow evening so i can't really check my uncommitted changes

#

we talked about it in VC. not sure if i ever sent a screenshot of it

haughty furnace
#

ohh right

ripe drift
haughty furnace
#

found it

ripe drift
#

not sure what all the exceptions where tho.. i remember there were at least two

haughty furnace
#

I will add it real quick

#

ThreadAbortException and ThreadInterruptedException

#

update should be going out now if I haven't forgotten some step 😅

#

looks good on Thunderstore 👍

lost verge
#

tzp finally fixed lets go

haughty furnace
#

yea sorry it took so long, forgor that I hadn't pushed that commit out

tawny crest
#

ah nvm i just saw that you do it plink

haughty furnace
#

yeah we got a whole bunch of stuff disabled now

#

volumetrics don't add to the alpha value in the output as far as I could tell though

#

but best not to waste time rendering that regardless

hidden mauve
#

my lethal level loader just completely reset out of nowhere after runtime icons updated

#

anyone else have this or just me

candid island
#

It's not even touching LLL so

#

Wouldn't be from Runtime Icons anyways

hidden mauve
#

weird

#

i must have done something then

#

@haughty furnace

#

Do you still have my modpack installed?

#

If you do can you send me the config file for LLL

#

Mine completely reset and you’re the only person as of rn which has my updated LLL config files before it was wiped

candid island
hidden mauve
#

Don’t they reset after a day

candid island
#

No?

hidden mauve
#

Oh

#

Ok thank you then

haughty furnace
#

I mean you could find your last profile code in your messages too, but if that's it I can grab it quick

hidden mauve
#

Im having a little difficulty finding the files rn

#

But yeah it’s just the LLL

haughty furnace
#

and yea definitely is not RuntimeIcons that would be resetting that

hidden mauve
#

thank you sm

#

i do not feel like spending 7 hours configuring everything again

#

oh that doesnt seem to be working

candid island
hidden mauve
#

I use thunderstore

#

idk what gale is im gonna be real

#

is it better

#

is that a modding app

steel hatch
#

it is locally grown (and by that i mean one of the devs in the lethal company modding community created and maintains)

#

but mainly it's just nice because it's fully compatible with thunderstore profile codes & way more performant

hidden mauve
#

oh sick

bitter rain
#

Could u consider compat with item skins

#

It's very jarring/confusing every time I pull out a scrap item that's different from its icon

#

Namely perfume bottles

ripe drift
#

there can only be one icon for each ItemType. that's a hard limit from zeekers.
the variant system was never intended to support completely different models.
having full replacement will also confuse mods like MattyFixes as the same itemType cannot have, for example, multiple vertical offsets or resting rotations.

#

i always wonder why people prefer to do reskins instead of simply creating new items

bitter rain
#

In this case, probably for vanilla compatibility

#

But yeah, thanks for the insight. Unfortunate that it's practically impossible

ripe drift
#

we could probably do it if we wanted but that would make our icons incompatible with any other mod reading the vanilla filed ( as there is only one for each item type )

bitter rain
#

Which is why I say practically, probably

hidden mauve
#

My modpack is almost done

#

Haven’t had any more issues with runtime thankfully

candid island
#

@haughty furnace Is it intended for this mod to introduce ship lag when you have lots of scrap on the ship? I just did a test and found that when a lot of scrap is on the ship the ship feels way smoother with it disabled

haughty furnace
#

intended? no, of course not

candid island
#

I had a feeling it wasn't, I wonder if it's just a generation thing upon loading up a save

haughty furnace
#

wait

#

you mean for a brief period when you first load the save?

#

that is not unexpected at all

candid island
#

It was more like until I landed the ship and went back in Orbit for whatever reason

haughty furnace
#

if it's permanent on the other hand, that is a different story

ripe drift
#

if you mean constantly then def unintended

candid island
#

So it lasts until you at least land the ship once which is odd

haughty furnace
#

hmm

#

curious

#

well

#

you could try to send a save and profile code so I can see if I also notice the difference on my machine, but like I mentioned in dev general, it's kinda tricky to share saves these days given that there can be a whole bunch of files associated with one save file

#

so if you can't figure that out then I guess I recommend trying to repro by spawning items in a fresh save and then reloading it or something

candid island
#

If I had to guess it's probably due to items like the Chem Jug which can't be grabbed til you land

haughty furnace
#

nah

#

it only does something with those when they spawn and then when they're grabbed, not between

#

or at least it seems incredibly unlikely

#

speculation doesn't do us much good anyway, we need to be able to profile this

candid island
#

0194e50d-b675-24f8-eaa0-36abef524d10

#

You should be able to just backup your ZeekerssRBLX folder under AppData LocalLow and then extract and put this in the directory lol

#

Then when you're done just swap things back out

#

I'm curious what you end up finding NODDERS

candid island
#

@haughty furnace Lmk if you ended up finding anything lol

haughty furnace
#

haven't had a chance to look yet as I was away from home all day, I might have a look in a bit if I'm not too sleepy

haughty furnace
#

@candid island Just tried out the profile code and save, and I do see a very rough increase in frame times during the initial second or so, but after that, the frame rate seems to be indistinguishable between having RuntimeIcons disabled and enabled

#

I am curious to profile the main thread and see what's happening that makes the frame rate so low initially, since I wouldn't have expected it to be anywhere near as rough as it is, but it seems normal otherwise

#

what kind of difference in frame rate are you seeing on your machine? and did you make sure to use the exact same steps to measure before and after disabling?

#

oh boy, opening this profile in debug build spams a million errors from trying to get the result of web requests off the main thread, fun

#

@candid island you silly goose

#

the dump icons option is for debugging, it is not meant to be performant

ripe drift
#

🙃 it's clearly in the Debug section if i remember right 😅

haughty furnace
#

yep it is lol

ripe drift
#

it's probably really usefull for content creators if they need an icon for a video tbh

red haven
#

What's it do?

ripe drift
#

saves all icons to file. so they can be viewed in file explorer

haughty furnace
#

it reads back the texture that was rendered to a texture on the GPU and then encodes and writes it to disk on the main thread

#

the readback is async, so that saves a little time, but the encoding and writing will be very slow

#

we could try to make those async as well, but there's really no motivation to do so since we don't use the dumped files as a cache, since we would then have to make invalidation, and generating the icons at runtime is so performant already that it doesn't really have a benefit

#

huh, looks like every item's update method is allocating

#

I don't think I ever saw this before, I wonder if someone's patch is wasting a bunch of time

candid island
#

I never turned that on what? I wonder if it was on in an earlier version

#

Thank you for letting me know lmao

haughty furnace
#

I don't think we've ever shipped it defaulted on

candid island
#

Who knows, I don't remember touching the debug section but it's possible when I played with Matty really early on he had me enable it

#

And it got forgotten about

#

Cus we did run into some stuff with that initial build lol

ripe drift
#

i could have asked you to turn it on in the past to debug an issue. but i doubt as i could have done it myself instead 😅

candid island
candid island
#

Does it say what mod it originates from?

haughty furnace
#

I have to do a deep profile to find that out

#

I'll try and see in a bit

torpid spruce
#

You probably turned it on when I gave you the overrides thing

candid island
candid island
#

Otherwise I would guess maybe something like GI or ReservedItemSlots

#

I would doubt HotbarPlus cus I have it's item grabbing patch disabled in it's config

candid island
haughty furnace
#

that's the item, I picked one at random

red haven
#

In what scenario would the patch not run?

#

I probably patch grabbable objects

#

Colour me surprised, I don't

haughty furnace
red haven
#

Nah I was just confused earlier

steel hatch
#

maybe just personal taste but i'd like if the icon for easter eggs was made to be upright again

#

like the one shown in the description

#

(i think this one shows off the weird polygons a bit too much)

#

but the egg looks really weird sitting on its side, with the shadow how it is too

#

In My Humble Opinion

haughty furnace
#

agreed, but I'm also not as familiar with the rotation override system and especially the built-in set, so not sure if it should have already been like that

#

it seems possible that we just need to copy a rotation over from Matty's Fixes for an override

torpid spruce
#

I think it was like that in earlier versions

#

Probably changed when doing the new config thing

ripe drift
#

yeah. we can add a default override or you could add one in your config folder 🤷

#

config/RuntimeIcons/Vanilla/Easter egg.json

torpid spruce
#

learning the proper way of custom rotations was life changing 🙏

haughty furnace
#

definitely wouldn't hurt to suggest vanilla item rotations here that would be worth including by default if you have any

#

for the egg, presumably we can find the old value that was lost, but I'm sure there are others that could look better

ripe drift
#

definitely. we're open for suggestions on vanilla items.

torpid spruce
#

maybe i'd give opinions if I wasn't a neat freak (on top of using only stage_rotation with my overrides and having changed the drop rotation of like 80% of items)

#

though for egg I didn't change the drop rotation and used this for the egg
"stage_rotation": [-15, 0, 90]

ripe drift
#

seen people are using the stage_rotation i'll just give a small explanation on how it works:

item_rotation ( or the vanilla resting_rotation ) is applied centered around the object origin.
stage_rotation is applied after the item_rotation but is centered around the visual center of the object ( centroid computed from the mesh ).

#

in 99% of cases if you specify a stage_rotation you'll also want to lock the item_rotation 😅

torpid spruce
#

For what reason

ripe drift
#

if an item changes it's resting_rotation. be it because an external mod ( eg: MattyFixes overrides ) o from a decision by it's dev. then your stage_rotation will be fucked up too.
if you instead have specified a item_rotation too then your icon will stay the same because it's ignoring the OG resting_rotation

torpid spruce
#

ok

bitter rain
#

What was the process to make Runtime Icons generate icons for the entity plushies

haughty furnace
#

not sure what you mean, we don't do anything special for any specific items

red haven
#

I thought I was special

bitter rain
#

I read a while ago someone was debugging Runtime Icons to get it to replace the entity plushies’ default icons

#

Since they’re different from the gear icon

haughty furnace
#

that would have probably been using the override system

torpid spruce
#

Bepinex/config/RuntimeIcons/LethalLib/MonsterPlushies/item name.png

haughty furnace
#

should be perfectly fine to upload custom icon overrides as mods that depends on RuntimeIcons, idk if whoever had done that for the monster plushies would want to share those

tribal siren
#

would items that already have icons like in monster plushies be overridden by this mod?

#

oh wait it was only for the basic gear icon right

torpid spruce
#

you'd have to do overriding if a scrap has a custom icon already

red haven
#

i was in the middle of making a bunch of icons for a bunch of items i made, and then i realised this mod can just do it for me

red haven
#

where does the cache get dumped to though?

candid island
red haven
#

ic ty

candid island
#

yw c;

red haven
#

perfect

ripe drift
#

aww 😍

red haven
lost verge
#

F

candid island
ripe drift
#

oh issue is simple. it's the same reason why RuntimeIcons cannot generate an icon for the maneater.. there are no renderer on the GrabbableObject

#

it's an enemy with a GrabbableObject attached not vice-versa 😅

haughty furnace
#

maybe we could look at meshes that are children of NetworkObject then? Hmm

red haven
#

im confused, i have a grabbableobject with no renderer to it assigned (as its a child and a skinned mesh renderer and grabbableobject doesnt have a skinned mesh renderer field) and runtime icons generated an icon for it

haughty furnace
#

we look at child renderers, not any field on GrabbableObject, if that's what you mean

#

if there are no children with a Renderer component, it's very likely that nothing will rendered, as it has no idea where to place it or point the camera

red haven
#

matty's response is what confused me, it has a renderer, a grabbable object and an enemyai

haughty furnace
#

and the GrabbableObject is a parent of the Renderer?

red haven
#

(Cube is the renderer, idk why rodrigo left it called cube lol)

haughty furnace
#

huh, that's curious then

#

that should work in theory

bitter rain
#

Runtime Icon's icons stored anywhere?

torpid spruce
#

turn on Dump Sprites To Cache

#

and then they're in the profile's cache when they're generated

bitter rain
#

Nvm figured it out :3

#

The refresh feature is peak

torpid spruce
#

Also these don't transfer with codes since png's

bitter rain
#

Buh

bitter rain
torpid spruce
#

that would probably work

#

oh nvm guess not

haughty furnace
#

whatever you do, don't leave dumping enabled

#

you will kill your performance

haughty furnace
torpid spruce
#

maybe

ripe drift
# haughty furnace that should work in theory

i doubt it's a Layer issue:
LayerMask.GetMask("Default", "Player", "Water", "Props", "Room", "InteractableObject", "Foliage", "PhysicsObject", "Enemies", "PlayerRagdoll", "MapHazards", "MiscLevelGeometry", "Terrain")

haughty furnace
#

yeah definitely wouldn't expect so

#

we have almost every visible layer included

quaint night
#

just downloaded the mod and grabbed a vanilla item, is this a common issue?

haughty furnace
#

that looks like a secondary error, we need the full log

ripe drift
#

the first question would actually be: do you have HDLethalCompany?

real shore
#

Runtime Icons seems to hide lava / other liquids from wesleys moons depending on the angle that I look at the lava from

#

The profile code is 0195670f-1821-587b-3b8c-eb0f197b0e05

haughty furnace
#

I take it you tested with and without RuntimeIcons to come to this conclusion?

#

it's not clear if the screenshots there are demonstrating the angle difference or RuntimeIcons on/off

real shore
#

Yeah I tried disabling different mods and found that runtime icons was doing this

#

The screenshots are both with runtime icons but from a different angle

real shore
inland aurora
#

Is it possible to add modded items to the whitelist that allows you to see the icons? If so, how? I tried adding some scraps with utility from Wesley's Moons, such as the Stun Baton and Pickaxe, to the whitelist but I can figure out how.

ripe drift
#

format is : [API]/[ModName]/[ItemName]
eg: LethalLevelLoader/MagicWesleysMod/Bucket

cinder knot
# real shore

Might not be the same cause but on mortar moon from wesleys, the outside is really dark until I leave the moon. Sounds kind of similar a little bit

real shore
#

Did you try disabling runtime icons to see if it helps?

#

Because I was also getting issues on Fission C where the acid was invisible so jumping on the containers was difficult

haughty furnace
scenic leaf
haughty furnace
#

tyty

#

hmm, not noticing anything like the screenshots yet

#

@real shore what is your hardware?

tawny crest
#

I also had this, but idk if this is from runtime icons (don't remember if I had it at that point, unfortunately)

scenic leaf
haughty furnace
#

ope

#

well I'll check that map then

haughty furnace
#

hmm, I can repro, but I'm not sure yet what would be causing this

#

it's very strange

real shore
real shore
haughty furnace
#

seems like there's some lingering effect of us turning off all the lights in the scene when rendering an item

#

very weird

#

I'm not sure where it's going wrong but it might be an HDRP bug Aware

cinder knot
#

thinking about it, might not be runtime but there is a weird lighting issue in distant objects. Could be something else but sounds similar so I'll mention it

red haven
#

Reminds me of that time I took a video of blackmesa lights flickering terribly in a tile and never sending it

tawny crest
#

alternatively you could just dim them to zero intensity instead of disabling

haughty furnace
#

it's somehow view dependent

#

I guess one thing I ought to check is if something is getting misclassified in CullFactory, but I don't think that should be the case

if that is not the case, I can only imagine it's some bad frustum culling calculation due to the lights being disabled the first time they render or something

#

but that doesn't really make a whole lot of sense either

haughty furnace
haughty furnace
#

@real shore found the issue, turns out HDRP is a silly and wasn't updating the light bounds correctly after we toggle them for item rendering

v0.3.2

  • Fixed lights on some moons disappearing based on camera angle after items have been rendered
real shore
#

That's great! I find the mod really useful and would've hated to take it out of my modpack

bitter rain
#

How come icons are dark when cached while the ones in-game are brighter

#

(The hoarding bug is a cached icon, while the grapes are not)

ripe drift
#

do not use the PNGs from the cache. use the EXR and convert that to a PNG

#

to be fair the "dump to cache" is intended for debug purposes so use it at your own risk 😅

bitter rain
torpid spruce
#

u can probably put it into an image editor like gimp or whatever and just export

tribal siren
#

yes

#

gimp supports exr and is free

haughty furnace
#

^ gimp

#

make sure you change the format from 16-bit to 8-bit before you export

#

(iirc it goes to 16-bit when opening the exr and tries to save the png as that)

stray stag
#

And if you don't like gimp, krita should support exr aswell SCaraara

red haven
#

just use microsoft paint

#

🙄

torpid spruce
#

i don't think that works ackshually

brisk fog
#

Why does GraphicsAPI break the game's uhhh

#

the icons

#

like see

haughty furnace
#

replace hdlc with something maintained

#

I'm assuming you're running that

#

it's an issue that happens in combination between those two

#

and not one that I'm interested in fixing given that they are both committing tomfoolery that they should not be

brisk fog
ripe drift
#

what do you need hdlc for?

#

if for better visuals LCUltrawide Community is the suggested alternative

haughty furnace
brisk fog
#

is it bad i use both

#

actually wait

#

do all of these do the same thing

#

bruh

upper mountain
# brisk fog

i'm pretty sure that fixcamera and lcultrawide to almost the same things

#

and as of hdlcpatch 1.4.0 you don't really need hdlc anymore

haughty furnace
#

I looked and HDLCPatch still does things that it should not be doing

#

I recommend against using it

upper mountain
#

use LethalSponge instead, you can change the game's graphics with that one too

haughty furnace
#

until it specifically modifies only the options for the gameplay camera, and only the ones it actually needs to, it will almost undoubtedly screw up Runtime Icons

brisk fog
#

which is the best

#

ive used fixcamerares the most

#

but ultrawide seems nice for other players

haughty furnace
#

LCUltrawide is the only one I know of that only modifies the gameplay cameras

#

but you may have no issues with FixCameraResolution, idk

lucid blaze
#

Heyo, would y'all ever be interested in changing the default icon for the player body?

#

the mod that used to replace it is no longer working for whatever reason :(

haughty furnace
#

uhhh what mod replaced it?

#

RuntimeIcons provides a way to override the icon without code, so if that mod wasn't using that, it probably should have, and if it was, sounds like we have a lil regression

tribal siren
#

I think they're referring to RuntimeIconsBodyReplacement

haughty furnace
#

hmm lemme check it

#

I forget how the icon replacements are matched, but I would imagine the most likely culprit would be a rename

haughty furnace
#

ok to be honest I have no idea how that mod ever worked

#

the folder structure doesn't match what Matty's code is looking for, and that code hasn't changed in a long time

#

only thing I can think is one of the mod managers saw the LethalCompanyModding-RuntimeIcons folder and moved it into the plugins folder instead of as a child of RetroModding-RuntimeIconsBodyReplacement, which would've caused it to be recognized

#

I have to assume it has worked in the past, but I'm not sure why

#

it works again by moving the RuntimeIcons folder out of the LethalCompanyModding-RuntimeIcons folder, into the root of the mod's plugin folder, as expected

#

ohhhh wait the folder structure of the mod's package is trying to place its body replacement into the RuntimeIcons plugin folder to replace its icon directly, I see lol

I'm guessing it "broke" because Gale started to match r2modman behavior better with a folder structure like this

ripe drift
#

anyways that method is wrong and RuntimeIcons, already at the time, provided a system to add your own overrides from inside your own mod folder.
should be a pinned comment but mobile does not help atm

haughty furnace
#

yee

haughty furnace
#

if they'd tested in r2modman it would've been apparent that it was done incorrectly from the beginning I believe

ripe drift
#

this is the folder structure your mod zip file should have
EDIT: wrong link

#

wrong image one sec

#

Body is classified as "Unknown"

haughty furnace
#

overrides.json appears to be unnecessary in this case too, as the built-in override is below default priority

ripe drift
#

yeah all the json files are unnecessary for this specific usecase. the image is just the full spec

haughty furnace
#

(thanks to that matty guy for making it so easy)

hollow vesselBOT
lucid blaze
lucid blaze
haughty furnace
#

hmm, then maybe r2modman changed too? not sure

#

it's a pretty easy change though, hopefully they can update it

lucid blaze
haughty furnace
#

or someone can upload a fork

lucid blaze
haughty furnace
#

that could make more sense actually, their app lags far behind r2modman

#

as far as I'm aware anyway

#

depends on if they gave it a license I guess, but you could potentially also make your own icon and then it wouldn't be derivative

#

in theory it shouldn't be too hard to pose the ragdoll in editor and chroma key it

lucid blaze
#

that IS true, I could just go into that one green screen move and kms and then I'd be able to key the img of the body out

haughty furnace
#

or that lol

lucid blaze
#

but I also want that Sweet Lethal Shader to apply so I may do it the dumb way LOL

haughty furnace
#

hmm

#

worth noting that the vanilla icons and runtime icons both don't use it

#

might be worth comparing how they look

lucid blaze
#

oh that do be true

#

easy fix for the dumb way, weheheh

#

anyway, thanks for the help fellas heheh

#

if i can't wrap my head around making my own replacement I'll ask questions here, I s'pose heheh

candid island
#

I notice this happens a lot where it just barely is unable to make icons for some scraps, should I drop the transparency down to 0.95 potentially?

#

I'm gonna test it if it looks wonky I'll revert

#

Okay this is just inconsistent, sometimes it fails and sometimes not wonderful

haughty furnace
#

hm, you should send dumped renders of those, especially if you can replicate this inconsistency and grab multiple renders with different results

#

is it inconsistent in that sometimes it replaces the icon and sometimes not?

haughty furnace
#

yeah I'd recommend comparing a failed render to a successful one then using the dumping feature

candid island
#

Doesn't auto gen icons but if a json is present to give a value that icon will work

haughty furnace
#

hum interesting

#

Matty mentioned that it seemed okay, so I didn't have a look yet, but I'll try to later

candid island
haughty furnace
#

yeah hard to say, I'll try to look into it after I finish with work

unique basin
#

Is anyone having problems with rendering vanilla scraps? After v73 most of the time they don't load

lucid blaze
#

yea

dusk lotus
#

ye

haughty furnace
#

sorry I haven't had time to look into it for a bit, I'm investigating now

#

Unity update appears to have completely screwed up our compute shader, no clue why yet

#

it feels like HDRP changed so that it's not running our command buffer anymore

#

oh lol

steel hatch
#

i think zeekerss updated HDRP (or maybe it came with the unity version update?)

#

scoops mentioned it in the lethalsponge thread

haughty furnace
#

what the actual hell

#

it couldn't have been like this before

#

I gotta check

wanton pine
#

Scoops said this in the lethal sponge thread, mentioning hdrp

candid island
#

He did yeah both Sponge and TME had to reference the new HDRP version via a transpiler

haughty furnace
#

oh I'm aware they updated HDRP

wanton pine
#

oh you got to it first

haughty furnace
#

I just had to figure out why that broke it

#

well, first confirm it was the cause, then figure out why

#

looks like Unity devs decided that letting the camera callback insert commands in their command buffers was illegal

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(which it is actually not and is incredibly useful to be able to do)

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yup

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time to make another transpiler pepeW

candid island
haughty furnace
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I don't really have time for that

candid island
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Yeah fair

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@covert helm Maybe you could look into this

haughty furnace
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I'm trying to maintain my own mods in my free time, that's about it 😅

candid island
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cus 1A3 has been struggling lol

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@lapis stag I suppose you might be interested in looking into it as well

tribal siren
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u pinging a lot of people chief

wanton pine
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desperate times call for desperate needs

lapis stag
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I'll check it when I have time, if it hasn't been fixed yet.

candid island
haughty furnace
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it's bein silly not sure why

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I guess I should've trusted the CI when it said it failed, I couldn't remember whether that had worked in the past 😅

past obsidian
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Uh I think your packages file needs to be rebuilt or something

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It keeps the hashes of the last fetched file so this may be a case of deleting it and letting it regenerate? I've never seen this error before but it sounds like its being sent the latest version of those packages instead of the one you're requesting maybe? That could be an Aaron nuget thing?

haughty furnace
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you're talkin about packages.lock.json?

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hmm I just regenerated it locally and it didn't change thonk

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I assume you don't mean regenerating it on GH Actions

past obsidian
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well the lock file is really more of a want than a need so if we can't figure it out then you could always set restore with lock file to false

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Apparently if you push a new version without updating the version meta info it can confuse the nuget resolver so maybe one or more of those packages just straight up didn't update their version field?

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You can try setting it to the latest with a wildcard, or setting it manually to the latest available on the feed for each one that is failing and regenerating the lock file

haughty furnace
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funny thing is it's failing for all of them, and the versions match

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trying latest is an interesting idea just to see if it changes anything tho

past obsidian
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a lot of the suggestions seem to be clearing the cache and junk but I have no idea how to do that in a GH runner

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Worst case: You disbale lock file restore for a build or two and then turn it back on later when your old build runner dies so you know the cache is clear, I guess?

haughty furnace
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wat de hell

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this one only complained about one package

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presumably because it is the only one that hasn't updated

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this is so annoying lmao

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lemme try one more thing before I disable it all

past obsidian
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I honestly don't know what its comparing the fetched file to at this point, there isn't a cache Think

haughty furnace
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would you be able to give me direct push capability for a bit? this is a pain in the ass lol

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I think my tag got put on the previous commit for some reason so it just didn't run

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eh nvm lemme just turn off the --locked for one commit

past obsidian
haughty furnace
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wha...

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do I need to delete the lock file and change the csproj despite it not being passed --locked-mode?

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hmm don't tell me it's because I was confused about how tags work and it's been building a branch this entire time

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surely not

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nope pepeW I got no clue

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I can't keep banging my head against this tonight so if you want to try anything feel free

past obsidian
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Honestly, I dunno either

haughty furnace
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well I got it to work by downgrading VertexLibrary plink awesome

ripe drift
ripe drift
past obsidian
haughty furnace
haughty furnace
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I wonder if people were using it to grab camera output the old fashioned way and it wasn't working

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not sure if this makes that use case work

bitter rain
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Hey, dunno if you know about this issue already, but the Maneater cannot properly be given custom icons

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For example, with HoneeItemIcons, you have to pick up a maneater and refresh their icon in LethalConfig to get the mod's custom icon for the maneater every time you run a new Lethal Company instance

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It'd be nice if you were to take a little squiz at this, as this apparently isn't an issue on Debit Card's end :d

bitter rain
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@ripe drift 💥

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Dunno if you saw this lol

ripe drift
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i saw it . but the ManEater is not a proper GrabbableObject so it's tricky. from what i can see we'd need to make a patch specific for the maneater entity and it would probably still not render :/

haughty furnace
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would be good to put an issue on GitHub for that @bitter rain , I might be able to look into it sometime if I have that as a reminder

azure quail
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@ripe drift not a major thing but wonder if there could be an adjustment for the utility slot? it has icons but they are slightly too high so some items overlap with the border

ripe drift
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as demonstrated by Runtime Icons still working without changes in v81, the tool slot is effectively the same as a normal slot

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so there isn't a separate icon we can use for it specifically

amber remnant
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i think either making the slot itself larger or the icon within it smaller would work

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quick side by side (i think making the slot larger would be ideal, since if the icon became smaller it might be rather hard to see from afar)

azure quail
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I just meant something that scales it

haughty furnace
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making the slot larger is out of scope

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making the icon smaller is only in scope if it's our bug that it's not smaller I'd say, as well

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making patches to the UI is a recipe for compatibility issues in the future

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in other words, I'd personally only want to fix this issue if the vanilla icons are already shrinking to fit into the slot

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I wouldn't necessarily doubt that it's our bug, sprites are screwy as hell, but I'd need to confirm that first

steel hatch
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vanilla just shrunk the utility slot non-relative to the icon inside (maybe the icon inside is the same scale as normal slots?)

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even in vanilla, items occupy more of the "frame" in the utility slot

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so this is more of a feature request, to make of that as you will

haughty furnace
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gotcha

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yeah, I'm not inclined to do that as I mentioned before, but I won't say Matty can't do it

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I would just not feel so good about it when it means it's more likely to break later down the line

ripe drift
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i'm of your same opinion zaggy. i'd say that feature fits more as it's own separate mod

azure quail
haughty furnace
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but also, you weren't very clear about the issue either, you said the icons were too high, not too large

azure quail
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early tests made it look too high but it being to big became more clear

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with bigger objects

amber remnant
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small little thing about the utility slot: manually refreshing the icon doesn't appear to work while an item is in the slot, and the new icon only shows after the item is taken out & put back into any slot

scenic leaf
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another jankyness to the util slot!
Yeah!

haughty furnace
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ah, that is something we probably need to address

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we have code to refresh the icons in the hotbar when the async work finishes, so I suspect it's possible to get a permanent loading icon

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you would have to pick up an item with a generated icon pretty much frame 1 though

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I assume that's not even possible in vanilla nor with overrides, though

amber remnant
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i encountered that by spawning in a shotgun shell with imperium (a modded one that was able to go into that slot)