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Upgrade to 2022.3.60f1 LTS #2733
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I'm most concerned with precompiled mods, which link to specific details of Unity binaries. If we can find some of them and verify that they work without errors, I'd be good with it |
I've got a local build running with ~110 mods in my current save, it's playable but there are some issues. It seems Unity has changed how they handle improperly sized DXT5 textures which is causing them to fail to load instead of falling back to RGBA32 which will need to be addressed. Additionally, around five mods are failing to initialize due to types being incomplete during reflection, and UBLAMF's update checker is failing to compile from source. |
Did some initial work over at Z-Machine#1 to replace the runtime compiler with Roslyn. Currently it fixes my above described issue with mods. |
I think we'll need a test build and community testing once you have a build you think is stable enough for general users. I think we'll need to compile a list of broken mods, and see which ones can be updated or not to fit. The situation I'm trying to avoid is splitting the community into a new and an old version, where the old version has that one cool mod that simply cannot be ported to the new one. I certainly won't maintain two engine versions, so people on the old version will be stuck with old issues forever. This will also create an extra maintenance burden on all modders, who will have to release their mods for both versions. But if after testing, it turns out that the impact is minor and people can cope (it only breaks mods that people shouldn't be using anymore anyway), then I'd be excited to upgrade for sure. Thank you for looking into this, I simply don't have the bandwidth for anything that takes multiple hours myself. PS: I was looking into have exception reports and error message for users into main DFU for some time, maybe we could get that in too |
Replace runtime compiler with Roslyn and remove old compiler from project. - Enables nullable types - LangVersion is now 11 - Mods can now be built in debug mode and the game loads their pdb if found
I've got standalone builds published on my fork and have made a forum post, hopefully it generates some interest. |
The above commit fixes several mods crashing at runtime as noted by Excoriated for the following mods: Ambient Text 1.7 I am unable to reproduce the crashes under Arch but they says it fixes the crashes for them under Win10. I've also uploaded a new release over on my fork. |
2022 added a new default input setting that maps physical key locations to key codes per keyboard layout/locale. The above commit reverts this to 2019 behavior until we can switch to the new default setting.
https://docs.unity3d.com/2022.3/Documentation/Manual/UpgradeGuide2022LTS.html#keys" Much thanks to Excoriated for finding this issue. |
Could you embed the |
Good catch. I should have git blamed to check if the package was modified locally it didn't even cross my mind. Taking a look at this I can't really see a cleaner way than just including all of I can revert the commit and roll back to the older version of PPv2 with DFU's patch applied (assuming other packages don't require the newer version) or... pull the newer version into the repo and reapply the patch. I think either way it's gonna create even more noise in this PR. 😭 |
I think the only real option is to bite the bullet and embed PP again. Embedding the older version of PP seems like it goes against the spirit of this PR, so I think embedding the newer version and reapplying the patch is the best option. Unfortunately the extra noise is kinda inevitable. |
I've gone ahead and done just that and.. well I can't tell a difference between dithering being enabled or disabled. Furthermore, seemingly the dithering patch has no affect in RetroMode at all. You can see in the video below that zeroing out the red channel when dithering is visible only when retro-mode is disabled. I can't see any difference in color banding with dithering on or off either. 😕 2025-06-18_13-22-04.mp4Edit: I've checked the release build for v1.1.1 and I can't tell the difference between dithering being on or off. With and without retro-mode. At least on my machine it seemingly does nothing. |
Hmm, interesting. Main reason I made the comment about dither is a user posted on Discord about seeing this old issue crop up where dither noise would appear on sprites with posterization/palettization enabled but PP dithering explicitly disabled (Unity's automatic "magic dither" would appear on sprites).
It might be platform dependent. I'm on Linux and the dithering option has never done anything for me either. |
https://github.com/Z-Machine/daggerfall-unity/tree/fix/Dither I'm also on linux. Maybe I could get the game booted up under proton and see if I can see visual artifacts. Here is video from linux release v1.1.1 in Sentinel, Sentinel as mentioned in 2246 where they saw visual artifacts: 2025-06-18_13-57-55.mp4 |
This PR supersedes the initial work done by Interkarma on his branch.
This upgrade fixes multiple breaking issues I've experienced under Wayland in the unity2019 editor and also fixes #2728
Currently everything vanilla seems to work in the editor and in my local build on Linux. I haven't got around to testing mods yet but there doesn't seem to have been any apparent breaking changes.
I'd love to help get this tested and pushed through as I'm sorely lacking newer language features in C# and support for SourceGenerators. 🙏