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fix: SDK input modifier effect persistence after teleport #2506

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merged 2 commits into from
Oct 21, 2024

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@pravusjif pravusjif commented Oct 19, 2024

WHY

Today if a scene uses the InputModifier SDK component to block any of the main player movement interactions, after teleporting somewhere far away for example using the /goto chat command, those movement interactions blocking are persisting.

WHAT

Implemented the missing IFinalizeWorldSystem logic in the pertinent system.


QA INSTRUCTIONS

  1. Download the build from this PR
  2. Open it and go to 65,-125 where I've deployed the input modifier test scene
  3. In the scene UI click on "disable all" to block all player movement interactions, and confirm that you have those blocked (cannot move, cannot jump)
  4. run the following chat command /goto 100,100
  5. After the teleportation finishes, confirm that you can now move, jump, etc.
Screen.Recording.2024-10-19.at.3.24.32.PM.mp4

@pravusjif pravusjif added bug Something isn't working 1-high Very important but not critical or game breaking sdk labels Oct 19, 2024
@pravusjif pravusjif self-assigned this Oct 19, 2024
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@pravusjif pravusjif added the force-build Used to trigger a build on draft PR label Oct 19, 2024
@pravusjif pravusjif removed the force-build Used to trigger a build on draft PR label Oct 19, 2024
@pravusjif pravusjif marked this pull request as ready for review October 19, 2024 13:27
@mikhail-dcl mikhail-dcl merged commit 3f1afc9 into dev Oct 21, 2024
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@mikhail-dcl mikhail-dcl deleted the fix/input-modifier-effect-persistence-after-teleport branch October 21, 2024 08:33
m3taphysics added a commit that referenced this pull request Oct 22, 2024
* refactor: Use the bucket public url (#2486)

* fix: Use the bucket public url

* fix: Branch name reference

* refactor: Use a defined github var

* add support for global sounds (#2495)

* fix: Scene Parallax Dynamic Branching fix (#2459)

* Scene Parallax Dynamic Branching fix

* Add the Mac shaders

* chore: 'Cannot connect to destination hsot' mac mitigation (#2425)

* Hacky force unload

* More force unloading

* private force unloading

* Remove dependency unload

* Remove Resources.Unload in aggresive strategy. Not useful

* Fix cacheable url

* Fixed dependency unloading

* Fix main asset unload

* Fix test

* Fixed more tests

* Fixed more tests

* more mote tests

* Revert priority

* null check in GatherGLTFAssetsSystem.cs

* Revert "Remove Resources.Unload in aggresive strategy. Not useful"

This reverts commit 383e5fe.

* refactored unload strategy

* Test coverage

* Textures leaked when leaving and entering Genesis plaza (#2129) (#2484)

* fix: Unable to recover initial memory state in GP (#2129)

Now cached texture intentions are compared using the texture file hash instead of the URL that was used to download it. Now it does not matter which content server is the candidate to get the texture from, if the instance was previously stored, it will reuse it when entering Genesis plaza.

* Cleaning code, step 1

Created a separated method to get the file hash.

* Cleaning step 2

* Cleaning step 3

* Null check (#2501)

* replaced data type in query: (#2504)

* chore: sync main to dev (#2507)

Co-authored-by: Ashley Canning <[email protected]>

* added missing IFinalizeWorldSystem implementation in system (#2506)

* Fix: UnityWebRequest exception request aborted (#2498)

## What does this PR change?
Add dispose for the request and exception not thrown after that

## How to test the changes?
not needed

* Fix: Handle RunConnectCycleStepAsync safer (#2478)

* Handle RunConnectCycleStepAsync safer

* Add logs in case of failed delivery

* More logs

* Preserve the previous connection if the players returns to the scene

* Fix connectedScene assigning

* Restore ConnectiveRoom.Fake

* fix: bind connection status panel visibility to debug command (#2441)

* fix: weekly release page (#2513)

Signed-off-by: Juan Ignacio Molteni <[email protected]>

* chore: move alpha_texture from PBRMaterial to UnlitMaterial (#2482)

Implemented support for alpha texture on SDK unlit material component

* fix: Textures in the panels at Genesis plaza main spawn area are not appearing (#2514)

Those panels use textures downloaded from arbitrary URLs and not from the content servers, which means they will not have a file hash available. File hashes were being used as "key" in the texture cache (GetTextureIntention are the actual key, but they compare using a hash partially formed by the file hash). Now either the hash or the source URL is used to form the key/hash, depending on whether the file hash is available.

* bumped cache version for landscape (#2515)

## What does this PR change?
see title 

## How to test the changes?

check if [#2190](#2190) is fixed

---------

Signed-off-by: Juan Ignacio Molteni <[email protected]>
Co-authored-by: Gabriel Díaz <[email protected]>
Co-authored-by: Nicolas Lorusso <[email protected]>
Co-authored-by: Geoff Birch <[email protected]>
Co-authored-by: Juan Ignacio Molteni <[email protected]>
Co-authored-by: Alex Villalba <[email protected]>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Pravus <[email protected]>
Co-authored-by: Vitaly Popuzin <[email protected]>
Co-authored-by: Mikhail Agapov <[email protected]>
Co-authored-by: lorenzo-ranciaffi <[email protected]>
Co-authored-by: Alejandro Alvarez Melucci <[email protected]>
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Labels
1-high Very important but not critical or game breaking bug Something isn't working sdk
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3 participants