Mario Guerra
Mario Guerra
Ok, then I may look at try what I wrote in my comment above. Or maybe it's better to merge this and try that in another PR?
Of course! Should I rebase this one for pulling the latest changes in `master`? To minimize conflicts, I mean.
I know. I've been following them closely. I'll rebase then and see what comes.
I've rebased to latest master and also corrected some performance warnings that were left from a previous change. Please review.
As I said above, I can try to integrate the AssemblyProcessor projects in the main solution. But was deciding if I should do it in this PR or make a...
Is `GameProfilingSystem` not using `DebugText` instead of the regular `SpriteFont`? If using `DebugText`, it is loading the Debug Font sprite sheet, which is not a "standard" sprite font asset. With...
> It uses the FastTextRender rather than DebugText. See here: > > https://github.com/stride3d/stride/blob/ffd71acc8a8a26a80e5275f833b6e1442e98d01c/sources/engine/Stride.Engine/Profiling/GameProfilingSystem.cs#L354-L358 Ok, that's what I meant. It is not a `SpriteFont` but a regular `Texture` that `FastTextRenderer` knows...
Also, if the problem with the `ExpandoObject` can be fixed and the tests pass succesfully, I can contribute also my modernized version of `Stride.Core.TextTemplating`, and discard the dependency to the...
> No need to deploy new samples for every single minor release (esp. since they are large with assets). I'm not talking about deploying the samples with every change. Just...
>Just to make sure, I don't see any asset changed, is that because there was no specific asset upgrader since last sample update, or you didn't open the StrideSamples.sln with...