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In an ongoing effort to simplify the Bloop build one of the things that have came up in the past is to move the shading from the custom sbt-shading plugin that lives in Bloop to instead use something like sbt-shading. This seems like a smart move, however it got me thinking a bit about what we're actually shading in Bloop.
What we shade
There is currently only 2 things that we shade in Bloop. The launcher and bloopgun artifacts. Just to give a full picture, here are the two resolved artefacts with their shaded counterparts.
Looking at the dependency chains, I'm wondering if these need to actually be shaded. Looking at when this was added in #1032 it's not clear if this was done as a precaution or if it was actually causing issues. If we could remove the shading in the Bloop build we could really further simplify some things. This leaves me with a couple questions:
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In an ongoing effort to simplify the Bloop build one of the things that have came up in the past is to move the shading from the custom sbt-shading plugin that lives in Bloop to instead use something like sbt-shading. This seems like a smart move, however it got me thinking a bit about what we're actually shading in Bloop.
What we shade
There is currently only 2 things that we shade in Bloop. The launcher and bloopgun artifacts. Just to give a full picture, here are the two resolved artefacts with their shaded counterparts.
bloopgun
bloopgun-core (non shaded)
bloopgun (shaded
launcher
launcher-core (non shaded)
launcher (shaded)
Do they need to be
Looking at the dependency chains, I'm wondering if these need to actually be shaded. Looking at when this was added in #1032 it's not clear if this was done as a precaution or if it was actually causing issues. If we could remove the shading in the Bloop build we could really further simplify some things. This leaves me with a couple questions:
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