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Preload Bundles #749

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JohnCorby opened this issue Oct 30, 2023 · 0 comments · Fixed by #771
Closed

Preload Bundles #749

JohnCorby opened this issue Oct 30, 2023 · 0 comments · Fixed by #771
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feature Features that should be implemented fixed in dev Instead of closing issues when you fix them in dev just add this.

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@JohnCorby
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discussed here and here

Mods are becoming big enough that it would be advantageous to preload assets on the title screen, sacrificing some memory.
Going thru all details to get the paths of bundles and them loading them.

This could potentially be done for other processes to things on disk, such as textures, texture effects, audio, and text, at the cost of even more memory, especially for textures. It would be a lot more work, though, and big mods try to keep non bundle things to a minimum anyway to save memory.
Could potentially author it per asset instead of per mod, with a "preload" property on each thing, but that might be too much work for addon devs

@JohnCorby JohnCorby added the feature Features that should be implemented label Oct 30, 2023
@JohnCorby JohnCorby mentioned this issue Feb 3, 2024
@JohnCorby JohnCorby linked a pull request Feb 3, 2024 that will close this issue
@JohnCorby JohnCorby added the fixed in dev Instead of closing issues when you fix them in dev just add this. label Feb 3, 2024
xen-42 added a commit that referenced this issue Feb 4, 2024
## Minor features
- Can now set `preloadBundles` in the addon config file. This will load
asset bundles on the main menu and keep them loaded. Will improve
initial load times at the cost of more memory usage. (#749)
- Can now set `subtitlePath` in the addon config file for displaying a
subtitle for your mod on the main menu.

## Improvements
- Will show a warning popup if you have addons requiring the DLC
installed but not the DLC itself (#728).

## Bug fixes
- Fixes a bug where the ship was not removed from volumes when being
repositioned. Affected INSANE people who had stars larger than 8000m
wide.
- Probably fixes a bug where the ship would think it is grounded when
spawned in zero-g (#748).
- Fixed a bug where using system override to spawn in a ship-less system
would break (#738).
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