Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Build Report Tool - Track files in your project that need slimming down!

Discussion in 'Assets and Asset Store' started by AnomalusUndrdog, Apr 14, 2013.

?

How much would you be willing to pay for this?

Poll closed Oct 26, 2015.
  1. $2

    23.5%
  2. $5

    50.0%
  3. $10

    26.5%
  1. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi, just a note guys, I've fixed a bug that rextr09 reported. I've submitted a bugfix update to the Asset Store and it'll take probably a week until it goes live.

    EDIT: The bugfix update is now live as version 2.1.2
     
    Last edited: Oct 16, 2013
  2. rextr09

    rextr09

    Joined:
    Dec 22, 2011
    Posts:
    416
    I came here to thank you for the fix and excellent support.
     
  3. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Hi,

    I want ask if it normal that my folder StreamingAssets is not included in build info.

    My MP4 file however is loaded correctly ....

    Thanks
     
  4. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi, kaz,

    No, that's not normal. Thanks for catching that bug. I've sent a bugfix update. It'll probably go live next week.
     
  5. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Then ...

    I find that file audio size was differnte from editor size ...

    Example:
    My source MP3 is 9mb size. I set 32kb compress in audio inspector and editor tell me that is 3.0mb.

    When I build, Build Report tool tell me 9.0mb like source size ...

    Thanks :)
     
  6. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hmmm, is that MP3 file in your StreamingAssets? Unity will just copy files in the StreamingAssets directly to the build, without any further conversion or compression. Or perhaps it was in the Unused Assets section? Can you describe it more?
     
  7. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Yes, my MP3 file is placed in StreamingAssets folder ... So you confirm that if it is in StreamingAssets folder there isn't any compression?
     
  8. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Yes, I tested it just now in both Unity 3 and 4. It's like Unity will not honor your import settings if that file is in the StreamingAssets folder. As the documentation says, Unity will just copy those files over to your final build, verbatim, as is.
     
  9. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Thanks for support.

    However I try to save file in "Asset/Sounds" and however build report tool show me file size as 9mb instead of 3mb like the editor ...

    Can you confirm?
     
  10. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    I tried it out and it does get the recompressed size:

    $2013-10-20 06_10_40-Unity - PrefabTest.unity - BuildReportUnityProject - PC and Mac Standalone_.png
     
  11. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Thanks for your test.
    can you explain why in your screenshot
    A) 62KB is original size
    B) 2.8mb is the editor compressed size
    C) 0.1kb is build report size

    build report size would be the same of editor??

    Then in my screenshot I have similar problem ... I cannot have any compression
    A) 9.1mb is original size
    B) 3.0mb is the editor compressed
    C) 9.5mb is build report size

    Why I cannot have any compression in build report??
     

    Attached Files:

  12. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    That's what has me wondering as well. The real size of my mp3 file in my screenshot is 13 MB!

    The documentation doesn't say much about it. I've seen another thread that had the same problem, but with no replies, and that was back in 2011! http://forum.unity3d.com/threads/99916-Audio-compression-values-confusing

    My guess is that the size value below the slider is only the estimated new size, because I find it unbelievable that that value easily updates quite fast as you drag the slider.

    Now, why the value in the preview and in the build report is different, my guess is it goes under further change. Based on the platform perhaps? I noticed you're building to Android while my test was building for Windows. My test says "Compressed (OGGVORBIS)" even though it's an mp3 file, while in the Android project you have its "Compressed (MPEG)"

    The docs do say this:
    I'm not sure if that is any useful info for the problem at hand. Ogg isn't inherently better than mp3, so I'm not sure.

    I do know too, that some mp3 files would compress good and others won't, just like in images. It depends on the content.

    By the way, if it's a rather large music file, it's usually good to set the load type to "Stream from disc" so you won't need to load the whole mp3 into memory when playing it.

    The reading shown in the Build Report simply comes from the Editor logs; my plugin doesn't do any file size calculation by itself, as far as used assets is concerned.
     
  13. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    About Audio, documentation is very bad :(

    Maybe you are rights about estimable editor size :)

    However can you explain me why if I set "Stream from disc" , mp3 size is equal to 0.0 / 0.1kb while Decompress on Play is 9mb ...
    Stream from Disc would be copy mp3 on disc and then play. This is absurde ...


    PS: You test if Stream from Disc is compatible with web player?

    Thanks for support
     
    Last edited: Oct 23, 2013
  14. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    I'm not sure why there's a dramatic reduction in size just because of that. "Stream from Disc" would only deal with how the file gets loaded into memory, not anything with its file size. Unless there's something going on here that isn't documented.

    And "Stream from Disc" actually means it loads only a small portion of the mp3 into memory at a time, instead of loading the whole thing into memory. Once it's finished playing that small portion, it'll load the next portion, and so on until finished. This means it'll help when the user doesn't have much free memory space left to load the whole mp3 file.

    And it's certainly possible to use it in webplayer. As far as I know, when you load a web player game, the web browser would download that .unity3d file for temporary storage anyway. So I guess it still counts as disc.
     
  15. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    BUt you never think it is a possible editor log bug? ...
     
  16. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Could be. I'll check if the final build size is affected if "Stream from Disc" is used or not.

    Update: Seems like the 0.1 KB is not true. And that only happened when I was building to Windows.





    This is building to Windows, mp3 set to "Compressed in Memory"



    The preview says the size is 2.3 MB. You'll notice in my file explorer, in the assets, the file sharedassets1.assets.resS is 2 MB.




    Uncompressed build size is 5.8 MB here.






    Building to Windows again, but this time, mp3 set to "Stream from disc"



    The build report (that is, the Editor log) says the file is 0.1 KB. And the preview says the size is 62.5 KB. However, checking the file sizes in my file explorer, the asset file sizes are more or less the same as before. sharedassets1.assets.resS is still 2 MB.



    You'll also see the uncompressed build size (taken again from the Editor log) seems to have been reduced from before, though the compressed build size is the same as before.







    Here, building to web, mp3 set to "Compressed in memory"



    The .unity3d file is 2 MB. The mp3's preview says 2.3 MB.



    Building to web, mp3 set to "Stream from disc"




    The .unity3d file size is exactly the same. However, the mp3's preview says the size is 62.5 KB.
     
    Last edited: Oct 25, 2013
  17. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    At this point I think there is some bug from the editor ... Maybe It is time to send a bug report to unity staff :)

    However I have another problem.
    Today I update to 2.13 but StreamingAssets is not completely resolved ...

    I have two files in streamingAssets folder: 1x movie .MP4 and 1x audio .MP3

    Now .MP3 StreamingAssets files are checked as Used: Unknow files.
    While .MP4 movie is invisible @_@ I cannot found it in used or unused file ....

    Thanks :)
     
  18. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    kaz2057: Try this:

    Go to the folder where your FileFiltersUsed.xml is found (easy way to do this is to go to Build Report window, go to Options, and find the "Configured File Filter Group" part. It has a button to open explorer/finder in that folder).

    Then delete the FileFiltersUsed.xml file in there. If you don't want to delete it, you can move the file outside that folder in the meantime.

    Then try using the Build Report Tool again. It should create a new FileFiltersUsed.xml that now has entries for the StreamingAssets folder. And those files should show up now. If not, don't hesitate to send me another bug report, thanks!

    EDIT: Oh yeah, btw. I will send a bug report regarding that file size issue.
     
  19. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Thanks for support.

    Now StreamingAssets filter works fine.

    Just one question ...
    But it is regular that streamingAssets files is not included in "All" filter and final size app?
     
  20. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Another test on the mp3 file size, this time on Unity 4. Same thing though.

    When set to "Stream from disc", the preview file size says 62.5 KB, and the editor log says its 0.1 KB but those two values are not true.



    In the resulting build, there's a file called sharedassets1.assets.resS. I'm guessing this is the packed form of mp3 file that I have selected, which in reality is about 2 MB.





    Now, when you look at the total build size (which comes from the Editor log), it says 4.2 MB. Most of which is taken up by the dlls. Looking at the resulting build, the dlls do indeed take up about 4+ MB. However, the sharedassets1.assets.resS doesn't seem to be accounted for.

    It says the sounds take up only 0.1 KB which doesn't seem to be true.







    To prove this, I removed the mp3 from the scene, so it won't be included in the build anymore.

    Once I did that, the resS file was not in the build anymore. That means 2 MB was shaved off. However, the total build size reported remains the same.








    When I set the mp3 file to "Compressed in memory" only then does the file size seem to be correct. Both the build report window (i.e. editor log) and the preview shows a size of 2 MB now.

    Since it's not designated as streaming anymore, the mp3 is now packed in sharedassets1.assets (indeed that file is about 2 MB in size). This leads me to guess that resS files are for streamed music.

     
  21. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    For the size calculation, yes. The editor log only considers the things packed into the build (in Windows, those are the sharedassets*.assets files found in the Data folder of the build).


    However, I've tested StreamingAssets files. They show up in the "All" filter for me:




    Show me a screenshot of your StreamingAssets folder and the files inside.
     
  22. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    As you can see in "All Filter" there isnot any file with same size as in StreamingAssets.

    However I see that my .pdf and my .mp4 are checked as N/A percent ...

    Thanks
     

    Attached Files:

  23. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    I think the problem is that the StreamingAssets files are added to the list, but the list is not re-sorted by file size afterwards. I think you'll find those files at the very end, at the last page (you'll notice you are viewing page 1 to 300 of 542 files).

    I can fix that so the list will be sorted again.
     
  24. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    You are right.

    File are at the end of the list ...

    But these files, because of are at the end, are included in build size or are excluded?

    Thanks
     
    Last edited: Oct 29, 2013
  25. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    The StreamingAssets files aren't included in the Total Build Size readings you see (in the Overview section). I may look into trying to include them somehow, but I need to think how to do that properly.
     
  26. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    Thanks for the info :)

    It is not important that streamingAssets calculation is included in total size. It is important know that it is not included :)
     
  27. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    I have some feature requests

    1. I like to able to specify custom filter. I want to check if a certain file is included, but with many files, it is difficult to do so.

    2. Ability to sort display based on file name etc.
     
  28. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    I like to report, it is reporting null exception on winxp 64bit. winxp 32bit is fine.

    IsInWinXPOS is using Windows XP, WinXP 64 is Windows Server 2003
     
    Last edited: Nov 6, 2013
  29. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546

    Here's a quick tutorial to do that:


    Your "My Documents" should have a "UnityBuildReports" folder.


    Inside there should be a "FileFiltersUsed.xml" Unfortunately you'll have to edit the XML file manually (in your favorite text editor), there's no GUI front-end for this (at least, not at the moment).


    Inside the file should look like this:




    All you need to do, to add a new filter is to copy-paste one of those FileFilters block. The contents should be straightforward to change: The Label tag is for the human-readable name of that filter, and all those string tags is for each file type (or folder) that you want it to match.

    Now this isn't only for file types, you can also make it match folder names, like shown here:




    In the above screenshot, the "Standard Assets" filter uses "/standard assets/" as the only value. Putting slashes in front and at the end will make Build Report Tool regard that value as a folder name, and will then match any file that has that in its path. It doesn't matter if its a subfolder of a subfolder, as long as the name matches, it will include that.

    Now, if you want to match a specific folder path starting from the assets folder, you can do that also. Check the "Streaming Assets" filter. The value it uses is "assets/streamingassets". This means it will match only the "StreamingAssets" folder that's inside the top-level Assets folder. Any other "StreamingAssets" elsewhere will not be considered.

    You'll note that all values are lowercase. Make sure the values you add are in lower-case. The Build Report Tool does case-insensitive matches for files.

    If you ever mess up your FileFiltersUsed.xml, just delete it (or move it outside that folder). The Build Report Tool will then generate a new one with default values the next time it is used.





    This is indeed one thing I want to add as well. I may try to include it in the next update.







    Ok, I'll look into that. Thanks for the notification.
     
    Last edited: Nov 6, 2013
  30. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Could you add a regex filter in a textfield that gets added to the FileFilter.xml, that would solve this without needing to mess with the xml files.
     
  31. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    I'll see what I can do. A front-end editor for the file filters (and adding regexp type of filters) likely won't come at the next update though; that may take a while.

    I want to fix the null exception first and send an update as soon as possible. Sorry about the slowness of updates. Our Kickstarter campaign thing is a lot of work.
     
    Last edited: Nov 9, 2013
  32. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Ok, imtrobin:

    I made a simple script (see attached) to diagnose how my code gets the path to Unity's editor log file.

    Please put this in an Editor folder in your Unity project, in your Windows XP 64-bit PC, and in the Unity Editor, go to Window > Log OS Debug.

    It should output some information to the console. Please post that text (either pm me or post it here, up to you).

    Here's what mine looks like:



    If it's important for you to hide your Windows username, you could just replace it with dashes or something upon posting. I just need to check if Unity can find these folders or not.
     

    Attached Files:

  33. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    UnityEngine.SystemInfo.operatingSystem: "Windows 2003 Server Service Pack 2 (5.2.3790) 64bit"

    Env variable "USERPROFILE": C:\Documents and Settings\Administrator
    Env variable "LOCALAPPDATA" not found.

    "C:/Documents and Settings/Administrator/Local Settings/Application Data" found.
    "" not found.

    "C:/Documents and Settings/Administrator/Local Settings/Application Data/Unity/Editor/Editor.log" found.
    "/Unity/Editor/Editor.log" not found.
     
  34. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Thanks for the fast reply! I'll get to it ASAP
     
  35. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Reporting, on 4.3, it reports the build size as 60 MB, but the apk built is only 25MB.
     
  36. Konstantin-Fitialov

    Konstantin-Fitialov

    Joined:
    Sep 25, 2013
    Posts:
    1
    Unity 4.3.2 in batchmode, Windows or Android target.
    This plugin shows its window after build completion. This does not break anything, but looks a bit strange.
     
  37. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Well that's the build size before it gets packed into an .apk. I did have code to simply get the file size of your .apk but somewhere along the way it stopped working. I'll look into it.


    Understood. I'll see if I can perhaps add an additional toggle in the options to turn window showing on or off in batchmode.


    UPDATE: Version 2.2 shows better information on the build size now. Also in the Options tab, there's now an option to turn off auto-showing the Build Report window during batchmode build.

    Let me know any problems!
     
    Last edited: Jan 23, 2014
  38. liszto

    liszto

    Joined:
    Dec 22, 2011
    Posts:
    135
    I just update from 1.1 to 2.2 and I encounter a problem.
    When I do "Get From Log" the window stay stuck in "Getting build sizes" state and never move.
    If I close the window (Build report) and re-open it there is an error :

    Code (csharp):
    1.  
    2. FileNotFoundException: Could not find file "C:\Users\erevel\Documents\UnityBuildReports\UnityWindows-WindowsStandalonePlayer-2014Jan29-164027.xml".
    3.  
    which is normal cause there is no more file in this folder. I clean all previous one to restart from blank for this new update.

    How can I solve this ?
     
  39. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Actually you shouldn't worry about removing your old build report files. I made it so that old build reports can still be opened by the new version. However if you get errors regarding that topic (i.e. backward compatibility) please do tell me about it.



    Hmmmm... That exception you mentioned should only happen when you try opening an XML build report file (and when the file isn't really there). You said you clicked on "Get From Log" and not the "Open" button, so that is strange.

    Loading XML build reports happen in a different thread. It could be that that thread happened to still be working when you deleted the files, closed opened the Build Report window.

    I imagine that would leave the Build Report window its displayed data in an inconsistent state.

    Close the whole Unity editor and attempt it again, and if that exception still happens, notify me.

    In any case, I'll add some code to get rid of (i.e. force kill) any "dangling" file loading threads when you close the Build Report window.



    About the problem with it getting stuck on "Getting build sizes", that is also strange.

    I've experienced it that sometimes, reading the log would take unusually slow, and then after a few minutes, it works fast again. It could be the hard drive was too busy at the time? I don't know.

    Can you confirm that it always happens? (Also try on other computers/operating systems, if you're willing). If so, I'll need to find out what is unusual about your project that makes it do that.
     
  40. liszto

    liszto

    Joined:
    Dec 22, 2011
    Posts:
    135
    I try on another computer another project in my company. And it works on the other project.
    So I try on mine again and the same problem happen "Getting build sizes" with an infinite amount of time.
    It's probably something due to my project but I don't know why.

    Cause I check the editor.log file and it seems viable, I find all the informations coming from your "Build Report" tools but it doesn't display them. If you need more informations on this just ask I will be really happy to answer you. If we can find why this happen in this project.
     
  41. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Send me an email with the Editor.log file of the project that exhibits this bug. My email is on the plugin's readme.

    We'll probably be sending emails back and forth as I try to solve this.
     
  42. Deleted User

    Deleted User

    Guest

    Hi

    I am having trouble seeing streaming assets (movie) in my build size.

    I have a .mov in assets/streamingassets/ as shown here

    $streamingassets.gif

    I can't find the file under all / streaming assets filter. I looked in the build report xml and no mention of the file.

    Any thoughts?

    Many thanks
     
  43. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    @newbiegreg: Ok, I'll be looking into it when I get the time.
     
  44. Ging2020

    Ging2020

    Joined:
    Jan 15, 2013
    Posts:
    33
    When I import the 2.2.1 version, displays an error? Below $er99.png

    please tell me how do I fix this error

    my unity version 4.3.4f1
     
  45. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi guys, I'm just about done recovering from a fever. I'll check your problems when I get well.


    @jlklklklklkl: That's strange. My guess is somehow the file got corrupted, because there's no such error in my BRT_Util.cs.

    In fact, that error doesn't make sense. I downloaded Build Report Tool from the Asset Store and imported it on my test project. There wasn't any error when I used it.

    I'm using Unity 4.3.3f1. I'll download and install 4.3.4f1 to see if the problem happens there. That will take quite a while with my flaky Internet connection. Meanwhile, you can try re-downloading from the Asset Store, perhaps.


    @newbiegreg: I checked on my own laptop, the problem you describe doesn't happen for me. However, I'm not using Pro here. My friend has a Pro license, but it's taking some time for me to get his help cause he's busy. I'll get back to you when I have news.


    @lizsto: I still haven't gotten a reply from you. I PM'ed you multiple times, I checked my email inbox. I hope you're ok, wherever you are.
     
  46. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    @jlklklklklkl: I've tested it in 4.3.4f1 and I experienced no problems:

    (click for full image)



    I really don't know the problem there. It could be any number of things:

    Maybe the download was corrupted, but I'm guessing Unity has error checking for such things so that may be unlikely.
    Maybe the unicode format of that file got messed up.
    Maybe the file got edited somehow.

    I really suggest to try redownloading the whole asset from the asset store. Please get back to me if that worked or not. Also, are you on Windows or Mac?
     
  47. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    @newbiegreg: I tested it on a Pro installation, it works fine:

    (click for full image)


    I'm using Mac OS X 10.8.5 there. I tried it on both Unity 4.2.0f4 (shown in screenshot), and 4.3.3f1.


    I just want to confirm:

    In your FileFiltersUsed.xml (the file that decides what filters you have): the entry for Streaming Assets should look like this:

    <FileFilters>
    <Label>Streaming Assets</Label>
    <FiltersList>
    <string>assets/streamingassets/</string>
    </FiltersList>
    </FileFilters>



    Your FileFiltersUsed.xml should be found in: [wherever your Documents or Home folder is]/UnityBuildReports/FileFiltersUsed.xml

    (If it doesn't exist, Build Report Tool will make a default one with safe values.)

    Also check maybe you have a duplicate entry for "Streaming Assets" in the file filters. Perhaps I'll add code to check for that.

    If your FileFiltersUsed.xml looks the same as above, then it should really be able to pick up the files in your StreamingAssets folder.

    Please update me on how it went for you.
     
    Last edited: Mar 8, 2014
  48. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,723
    Just switched to the Playstation@Mobile platform and the tool commits an error :

    Code (csharp):
    1. Assets/BuildReport/Scripts/Editor/Util.cs(120,42): error CS0117: `UnityEditor.BuildTarget' does not contain a definition for `Wii'
    2.  
     
  49. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Figured it would change eventually. I'll submit an quick fix update soon, but you could just remove those lines since they are not relevant to your project.
     
  50. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Posts:
    1,027