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meatkit's Issues

Problems importing prefabs using PrefabLoader

When trying to build a gun based off of a game prefab, script references on the prefab break when saving Unity, exiting, and reopening the project.

Before Reloading:
tec9scripts

After:
scripts

Steps to recreate:

  • Import one of the games streaming asset bundles (I used the pistols bundle)
  • Prefab load something from the bundle (I used the tec9 illegal version)
  • With the gun spawned in the scene, script references should currently work
  • Now drag the gun into your assets folder to make it a prefab
  • Save Unity and exit
  • Repopen Unity to find that your prefabs scripts are now all broken

Gun Ripper Creating New Directory with every keystroke

This happens when i try to change the default output directory in the Gunripper tool.
Lets say i want to change it to Assets/Gun/Ripper, it will create a directory in Assets/G, Assets/Gu, Assets/Gun/R, Assets/Gun/Ri, and etc.
it does this every time i add a new letter to the field

MeatKit v2 Planning

MeatKit Version 2

This issue will track ideas and planning for v2 of MeatKit, and can serve as a discussion place for feature ideas. The following is a list of ideas which are currently being considered for MeatKit v2:

Better way of distributing and updating packages

Making it easier for the user to install packages as well as making it clearer to them when things need to be updated, including core MeatKit files itself. This feature gets dangerously close to 'package manager' territory, but since Unity 5.6 does not have access to the Unity Package Manager a custom solution would have to be made.

Hooking into native editor code (Done!)

If we can hook into the native side of the editor and apply a couple patches, we can apply bundle modifications in real-time rather than needing to load the exported bundles to process them afterwards. This would save a significant amount of time during the export process.

Improved setup flow (Sort of done)

It would be nice if the first time you opened up a MeatKit project you were prompted to import the game scripts immediately. Maybe a popup window of some kind with a few setup tasks the user should do before being able to start using MeatKit.
I just have it try to locate the game folder automatically so you don't need to select manually when you open the project for the first time

Multiple build profiles for a single Unity project

Allowing a single Unity project to generate multiple different packages using separate build profiles is a common requirement for many current modders,

  • Allow creating multiple build profile objects
  • UI for switching between build profiles
  • Strip exported assembly of any types which aren't used in the current profile
    • Allow user to explicitly define which namespaces should be kept for each profile. A namespace matching the package name will always be kept.
    • Look into possibly having the build pipeline automatically determine which namespaces are needed and which can be removed.

Error when building map twice

I get the following error when building a map, moving the procuced files, and then trying to build the map again

builderror

I have to close unity and reopen in order to build again

Steps to reproduce this:

  • Build map using meatkit->build
  • Move built files somewhere else
  • Build map again

Bug with the EnumPicker editor script, preventing lists of effected enums

There is a bug withing the EnumPicker script which prevents you from creating lists of the effected enums in editor. When trying to add values to the list, an error is thrown in console and the list size remains at 0.

Error in console

enumError1

Example script for reproducing the bug. The list of enums which are handled by EnumPicker do not work, and the ones not touched still work

enumError2
enumError3

The only enum lists that don't work are the ones that EnumPicker touches

enumError4

[Suggestion] Portable git for version control

Right now, for majority of people using MeatKit, they will not have git installed on their machine and so they will have absolutely 0 version control. Version control is very important, especially with the legacy of Wolfie's project being destroyed. It would be very beneficiary if a version of portable git was included in the repo, along with a tool to manage versioning from inside Unity (I can program this).

Feature: resume builds

Sometimes when a build fails it still successfully completes prior portions that may not need to be re-built.

As an example, after successfully building asset bundles the generated assembly may fail to save. In these situations an option to resume the build at that point would allow someone to fix the script errors and finish the build without needing to rebuild bundles; since that can often take quite some time.

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