nesrak1

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Can you check which asset types in particular take a long time to load? I bet this is probably types with byte arrays which are typed like regular arrays being...

![image](https://user-images.githubusercontent.com/12544505/197415557-2ed8d6ce-6ab9-4bfa-9c09-4e39cf18c600.png) The Font asset does indeed use a regular Array instead of a TypelessData one. You can modify the template to read it as a byte array instead of a...

Maybe I can look at it later, but right now I'm still trying to fix up the at3 branch to be mostly bug free before I move onto any newer...

What I meant was you could read a bunch of assets into individual memory streams/binary readers and not worry about sharing the same stream/reader. The only thing that would have...

@suphamster LZMA decompression/compression uses the official 7z sdk, and unfortunately unless we swap it out with the native version or rewrite it, it'll always be that slow. I don't really...

Easy Compressor uses the same exact library for LZMA and the same library for LZ4, although the version I'm using for LZ4 is a bit old in order to support...

The issue is not with UABEA but the addressables CRC checking. See #129. I posted an updated python script in the discord to remove this check: > https://cdn.discordapp.com/attachments/862035809795964969/927372959746768996/updatecatalog.py > Run...

I've heard of catalog.bundle but I don't think I have any games that use that yet. If I had to guess, if you open that bundle with UABEA you'll find...

I'll try to find a game later today that uses this new catalog format and I'll get back to you.

Just to keep you updated, I'm making an addressables catalog.json/bundle editing library and will make it an automatic part of UABEA when you save any addressables bundle.