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Fixed crash if click on Viewport with no RenderGraph assigned to Edit… #19

Fixed crash if click on Viewport with no RenderGraph assigned to Edit…

Fixed crash if click on Viewport with no RenderGraph assigned to Edit… #19

Triggered via push March 19, 2024 21:49
Status Failure
Total duration 2m 19s
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build.yml

on: push
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3 errors and 11 warnings
build: Prowl.Runtime/Serializer/Formats/StringTagConverter.cs#L37
Type or namespace definition, or end-of-file expected
build: Prowl.Runtime/Serializer/Formats/StringTagConverter.cs#L37
Type or namespace definition, or end-of-file expected
build
Process completed with exit code 1.
build
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/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#L107
#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/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/Components/Camera.cs#L196
#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/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#L107
#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/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'