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Added SerializedProperty.PropertyChanged event, called recursively up… #21

Added SerializedProperty.PropertyChanged event, called recursively up…

Added SerializedProperty.PropertyChanged event, called recursively up… #21

Triggered via push March 19, 2024 22:14
Status Failure
Total duration 44s
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build.yml

on: push
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9 errors and 11 warnings
build: Prowl.Editor/Assets/AssetDatabase.cs#L871
The type or namespace name 'CompoundTag' could not be found (are you missing a using directive or an assembly reference?)
build: Prowl.Editor/Assets/AssetDatabase.cs#L871
The name 'TagSerializer' does not exist in the current context
build: Prowl.Editor/Assets/AssetDatabase.cs#L871
The type or namespace name 'CompoundTag' could not be found (are you missing a using directive or an assembly reference?)
build: Prowl.Editor/Assets/AssetDatabase.cs#L883
The name 'TagSerializer' does not exist in the current context
build: Prowl.Editor/Assets/AssetDatabase.cs#L871
The type or namespace name 'CompoundTag' could not be found (are you missing a using directive or an assembly reference?)
build: Prowl.Editor/Assets/AssetDatabase.cs#L871
The name 'TagSerializer' does not exist in the current context
build: Prowl.Editor/Assets/AssetDatabase.cs#L871
The type or namespace name 'CompoundTag' could not be found (are you missing a using directive or an assembly reference?)
build: Prowl.Editor/Assets/AssetDatabase.cs#L883
The name 'TagSerializer' does not exist in the current context
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/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/Utils/SerializedAsset.cs#L19
#warning: 'TODO: Somehow record Dependencies - reflection to find all AssetRef instances and store them in a list?'
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/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/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/Resources/Texture.cs#L152
'Texture.Dispose()' hides inherited member 'EngineObject.Dispose()'. Use the new keyword if hiding was intended.
build: Prowl.Runtime/Color.cs#L6
'Color' overrides Object.Equals(object o) but does not override Object.GetHashCode()
build: Prowl.Runtime/Color.cs#L6
'Color' defines operator == or operator != but does not override Object.GetHashCode()
build: Prowl.Runtime/Components/Physics/BoxCollider.cs#L20
'BoxCollider.DrawGizmosSelected()' hides inherited member 'MonoBehaviour.DrawGizmosSelected()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.