ran my game with file dependency profiling on:
result (small portion of it since its a huge file actually) (spr files depend on one or more ani filed in separate entries, ani files depend on one or more png files, also in separate entries, lvl files depend on everything)
+forest/10.lvl
FOREST/terrain_forest_3_01.spr
FOREST/terrain_forest_3_02.spr
ball.spr
camicon.spr
forest/bg_flowers.spr
forest/cone_shrooms.spr
forest/glyph.spr
forest/hanging_plant_arm.spr
forest/tree_curly.spr
silvermoth.spr
-
+forest/4.lvl
lightswitch.spr
-
+forest/5.lvl
FOREST/terrain_forest_mushroom_01.spr
FOREST/terrain_forest_mushroom_02.spr
camicon.spr
forest/bg_forest_mushroom_1.spr
forest/bg_forest_mushroom_2.spr
forest/eyeballs_flower.spr
forest/light_stem.spr
forest/loop_flower_1.spr
forest/loop_flower_2.spr
forest/pirhana_plant.spr
forest/pirhana_tongue.spr
forest/spider_flower_1.spr
forest/spider_flower_2.spr
forest/squid_critter.spr
forest/wire_grass.spr
pedestal.spr
-
seems to work a-ok
(text-editable so I can add any outlier files it may have missed)
now i can use this to preload files on a separate thread without worrying about decoding them right away too
dependency profiler worked by putting calls to "logFile" and "beginLoad" and "endLoad" in all my file decode functions