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Introduce an asset cooking bypass mode #78

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Xymanek opened this issue Dec 19, 2021 · 0 comments
Open

Introduce an asset cooking bypass mode #78

Xymanek opened this issue Dec 19, 2021 · 0 comments
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cooking Related to mod asset and Highlander cooking enhancement New feature or request

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@Xymanek
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Xymanek commented Dec 19, 2021

Add a new build option (intended to be used by separate build config) that will cause X2MBC to copy the assets inside ContentForCook as-is.

Things to consider:

  • Shaders (do we need to pass them through the precompiler when bypassing?)
  • Dependencies that are not shipped seekfree (that the cooker will normally inline into mod's SF packages). Possibly could use PkgInfo to get a list of dependencies (and include automatically), but keeping track of which ones are SF/always loaded will be a lot of code. This is also not needed if the game is going to be run with -noSeekFreeLoading

Reasons:

  • When initially setting up assets, it's better to first test them uncooked (even if planning to eventually cook them from the start). Current;y this requires manually moving them around (which could be especially annoying if version control is involved)
  • When working on code, we want to skip the lengthy cooker step (although Asset cook "is needed" check ala shader cache #15/Prototype for timestamp-hash based incremental build steps #43 are probably a better solution)
  • When running the game with -noSeekFreeLoading, mod's TFC are also ignored - streamed textures are just black in-game (although everything else is loaded from SF packages just fine)
@Xymanek Xymanek added enhancement New feature or request cooking Related to mod asset and Highlander cooking labels Dec 19, 2021
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Labels
cooking Related to mod asset and Highlander cooking enhancement New feature or request
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