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If you are wondering where the data of this site comes from, please visit https://api.github.com/users/sinbad/events. GitMemory does not store any data, but only uses NGINX to cache data for a period of time. The idea behind GitMemory is simply to give users a better reading experience.
Steve Streeting sinbad Old Doorways Ltd Guernsey, Channel Islands http://www.stevestreeting.com Game developer. I previously created Ogre3D and SourceTree, and had a hand in Git LFS.

ricardojmendez/UnitySteer 1024

Steering, obstacle avoidance and path following behaviors for the Unity Game Engine

ricardojmendez/UnitySteerExamples 192

Project with usage examples for UnitySteer. This project contains *only* the examples, and has the actual UnitySteer repository as a submodule.

sinbad/lfs-folderstore 148

git-lfs custom transfer adapter which simply uses a folder as the remote LFS media store (e.g. a shared NAS folder)

sinbad/GitScripts 10

A series of useful Git scripts that I use

sinbad/git-lfs-ssh-serve 9

Experimental reference implementation of pure SSH server for Git-LFS

sinbad/FbxUdimUnpack 4

Tool for unpacking a model that uses UDIMs into a form more suitable for real-time use (separate materials per texture tile)

sinbad/fullserializer 3

A robust JSON serialization framework that just works with support for all major Unity export platforms.

sinbad/cocoa2dotnet_translationconversion 2

Convert Cocoa .strings localisation files to .Net resource files

sinbad/dotween 2

A Unity C# animation engine. HOTween v2

sinbad/gitflow 1

Git extensions to provide high-level repository operations for Vincent Driessen's branching model.

issue commentsinbad/SPUD

Declaration Shadows a Field of USpudStateCustomData

Sorry I don't have this environment to test in. Is there anything else in the output, it seems like it's missing the part where it tells you which variable is doing the shadowing.

renardmf

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Steve Streeting

commit sha 5ba70fbaf6a92ce8a658fd2855c99c373260218e

Fixed FStevesEditorVisLine constructor not using InColour param

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Steve Streeting

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Remove unused parameter from FStevesEditorVisArc constructor

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Steve Streeting

commit sha de83dcae789cad87d40905ebee7f1257479d1400

Export editor vis structures

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Steve Streeting

commit sha f49df6d20b4cd30b8585a710d268c8b9def6f357

Working on an editor visualisation helper component

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Steve Streeting

commit sha 44dad3b5050431b207d2edf8ddc1d6fbd78ba0db

Should transform bounds to world at end

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Steve Streeting

commit sha 1a1b66c3e9c24c508024a1cc3426b6c9776d5537

Move defaults change to constructor instead of OnRegister, fix SetIsVizualisationComponent only being available in editor builds

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Steve Streeting

commit sha 94a783e0d4d654b25c1085f33421c43f1a77b7ea

Disable visibility in reflection captures etc

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Steve Streeting

commit sha 056bae4719ace5b488f290b0fc03ac420c8d4ffe

Add line support to vis component

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Steve Streeting

commit sha c67a0793bb318cd796d9ba1dbbddea4ed16bf6e1

Make a note of the reason why component isn't editable on level instances

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Steve Streeting

commit sha 618fc84c3272e19a9e985ca68bd63c4ca6a87a7a

Add Arc support

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Steve Streeting

commit sha 1b8a5a805c18ae664fd34a3fcd1da6cdc6c48004

Add arrows and spheres

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Steve Streeting

commit sha 266c8cc1b856e46cc293680a3309caf463df65f9

Add boxes

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Steve Streeting

commit sha 881b2fc777ba1e2b201912ce6790fb30a6cd6e0f

Merge branch 'editor-vis'

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Steve Streeting

commit sha 1b8a5a805c18ae664fd34a3fcd1da6cdc6c48004

Add arrows and spheres

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Steve Streeting

commit sha 266c8cc1b856e46cc293680a3309caf463df65f9

Add boxes

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Steve Streeting

commit sha c67a0793bb318cd796d9ba1dbbddea4ed16bf6e1

Make a note of the reason why component isn't editable on level instances

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Steve Streeting

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Add Arc support

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Steve Streeting

commit sha 94a783e0d4d654b25c1085f33421c43f1a77b7ea

Disable visibility in reflection captures etc

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Steve Streeting

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Add line support to vis component

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Steve Streeting

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Move defaults change to constructor instead of OnRegister, fix SetIsVizualisationComponent only being available in editor builds

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Disallow asset links in nested UObjects It doesn't work and it's fragile anyway, bad idea to embed hard links in your save data, use abstracted core data and derive this stuff in post-load events

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issue commentsinbad/SPUD

Hard references to asset objects are saved incorrectly

Again, I think saving an asset link in that case is the wrong approach. Really the state is "NPC is alert"; in the post-load you should then turn that into whatever derived data you need. Storing X individual states derived from that, and especially direct links to assets, is fragile. What if later, you associate some other audio/visual change to the NPC based on their alert state? It just doesn't make sense to store derived, fragile data like that - you should be storing just the core state.

rfsheffer

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issue commentsinbad/SPUD

Hard references to asset objects are saved incorrectly

One of my issues is I fail to really see why you'd have hard references to assets in save game data. It just seems like a really odd thing to change & persist dynamically. I'm trying to keep SPUD as focussed and simple as possible for dynamic game data. My main reason for not using Epic's serialisation is that it's super complicated because it's designed to handle all the editor serialisation as well. My view is that you can do basically anything with derived data in pre/post-load, so best to keep your save games simpler and not dependent on things like direct links to assets, which could change over time. If it's about types of object, collectibles etc, better to have a data table that abstracts that than to link it directly to assets, IMO.

rfsheffer

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issue closedsinbad/SPUD

LogSpudState needs to be exported to use USpudStateCustomData Read* and Write*

Hey Because the log category is declared via including ISpudObject.h it needs to be exported.

Simple change

DECLARE_LOG_CATEGORY_EXTERN(LogSpudState, Verbose, Verbose);

To

SPUD_API DECLARE_LOG_CATEGORY_EXTERN(LogSpudState, Verbose, Verbose);

Cheers!

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Steve Streeting

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Export LogSpudState since public (#15)

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issue commentsinbad/SPUD

Hard references to asset objects are saved incorrectly

Alternatively, if you've found an elegant way to do it, feel free to submit a PR and I'll consider it :)

rfsheffer

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issue closedsinbad/SPUD

Hard references to asset objects are saved incorrectly

Hi again

Declaring a hard object reference in c++ or blueprint for example:

UPROPERTY(EditAnywhere, SaveGame, BlueprintReadWrite) class USoundBase* HardAudioAsset;

Does not store or restore properly. They are not transient UObjects but they are treated as such. If you have a case of an object property that is null at the start but gets set to something (like an audio asset) and saved, it will save the class ID off:

/Script/Engine.SoundWave

And on restore create a new transient SoundWave and fill in the property. It should instead store only the asset path and restore that. In my own code I am checking if the object is an asset using IsAsset() and instead storing off the asset path and a special class ID to instead use StaticLoadObject against the asset path to fill in the ObjectProperty.

Cheers Ryan

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rfsheffer

issue commentsinbad/SPUD

Hard references to asset objects are saved incorrectly

The trouble is this isn't just for assets, its for every UObject, which can be constructed myriad ways. So the rule is; if you're happy for it just to be constructed automatically, leave it, but if you need it constructed a certain way, sub to the pre-restore hook and construct it yourself (from an asset, if you like). I don't really want to get into asset loading.

rfsheffer

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Steve Streeting

commit sha af8b04b463050021c48d4ea57b93c1ffad78ac4e

SPUD update

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Steve Streeting

commit sha 373585d2ceeea2e4e33262e079d8212c0ead1b0d

Support arrays of TSubclassOf, and rename IsNonActorObjectProperty to IsNestedUObjectProperty for clarity

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issue closedsinbad/SPUD

SaveGame UPROPERTY on type TSubclassOf is treated incorrectly

Currently the system does not support TSubClassOf for saving, but if somebody sets a TSubClassOf as a savable property it treats it like a non-actor UObject. The save/restore process acts like it saved the property correctly tho what is saved is just a class identification (tho incorrect) and nothing is restored on load. It should throw the general "unsupported type" error instead.

Cheers and thanks for the great plugin :) Ryan

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rfsheffer

issue commentsinbad/SPUD

SaveGame UPROPERTY on type TSubclassOf is treated incorrectly

OK, I've added official support for TSubclassOf properties.

rfsheffer

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Steve Streeting

commit sha ea7a35f1004ff07416014795b63bc4efb7896c9a

Update SPUD

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Steve Streeting

commit sha d0eba1e7e44db9bf3c037a781d2e455ef87662c8

Add support for TSubclassOf properties (#14)

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startedandrewwillmott/splines-lib

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issue commentsinbad/SPUD

SaveGame UPROPERTY on type TSubclassOf is treated incorrectly

So presumably on restore you instantiate the referenced object yourself? SPUD won't be able to really - even if we derived the concrete runtime type, it could be from somewhere we don't have access to like your own code or a plugin.

rfsheffer

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SPUD version update

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