Search Issue Tracker
Fixed in 2018.3.X
Votes
0
Found in
Issue ID
1067913
Regression
No
Scene is marked dirty after subsequent precomputes
When precomputing multiple scenes sometimes the localfileID of the lightingdata asset reference in a scene file will change. This will happen even when the number of scenes involved in the bake doesn't change. This is a problem for teams that use perforce and have exclusive check out turned on for scene files. Prevents a build machine from checking in bake lighting results and results in broken light bakes. Really big productivity issue for any team baking lighting and using perforce.
I "think" the following code in WriteLightingDataAssetJob.cpp on line 211,
// Get rid of existing LightingDataAssets
if (m_OnDemandBake)
LightingDataAsset::DestroyLightingDataForLoadedScenes(false);
maybe the cause of this. Don't think it's guaranteed for the lightingDataAsset to be assigned the same instance Id after deletion.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- PlayerPropertiesChanged event fires before Player Properties are applied
- Opening Media Pop-out in “Before You Start” Tutorial throws “Styles” and “Styles_Dark” messages in the Console window
- Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing
- Asset name is not shown in the Undo History window when a sprite is modified
- Moving a Tab to a floating window fails when floating windows are docked next to each other
Add comment