userJake_Richcancel

4,604 Commits over 1,280 Days - 0.15cph!

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Yesterday
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2 Days Ago
merge from fix_cui_update_texture -> main
2 Days Ago
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
2 Days Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
2 Days Ago
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
3 Days Ago
merge from deep_sea -> deep_sea/island_scenes
3 Days Ago
merge from force_scene_deep_sea -> naval_update
3 Days Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
3 Days Ago
Re-add deepsea.cs convar file because plastic - codegen
3 Days Ago
Add bool option to GameSetup to force the scene to be considered inside the deep sea - sets convar `force_scene_deep_sea` to be true (editor only)
8 Days Ago
.asset files
8 Days Ago
Update manifest
8 Days Ago
.meta files after generating manifest
8 Days Ago
Prefabs after generating manifest
8 Days Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
8 Days Ago
Cherrypick CS 136987 (stop generating lighting)
8 Days Ago
Material & SceneTemplateSettings.json keep getting generated
8 Days Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
8 Days Ago
Fix async pool refill not tracking refilled count
9 Days Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
9 Days Ago
Fix "ShouldBeRunning()" getting inverted during refactor
10 Days Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
10 Days Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
10 Days Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
10 Days Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
11 Days Ago
3 materials for the 3 extra materials created
11 Days Ago
Cherrypick CS 107107 - Wind shader fix
11 Days Ago
3 more meta files
11 Days Ago
16k .meta files
11 Days Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
11 Days Ago
More automatic upgrades
11 Days Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
11 Days Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
11 Days Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
11 Days Ago
Clarify namespaces for rendering in Rust code after namespaces changed
11 Days Ago
More auto applied upgrades
11 Days Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package