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merge from fix_cui_update_texture -> main
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
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
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
merge from deep_sea -> deep_sea/island_scenes
merge from force_scene_deep_sea -> naval_update
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Re-add deepsea.cs convar file because plastic
- codegen
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)
.meta files after generating manifest
Prefabs after generating manifest
Cherrypick CS
136988 (material & SceneTemplateSettings.json)
Cherrypick CS
136987 (stop generating lighting)
Material & SceneTemplateSettings.json keep getting generated
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
Fix async pool refill not tracking refilled count
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
Fix "ShouldBeRunning()" getting inverted during refactor
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
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
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
3 materials for the 3 extra materials created
Cherrypick CS
107107
- Wind shader fix
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated
- simply set Automatic compression vs uncompressed for now, review later
Clarify namespaces for rendering in Rust code after namespaces changed
More auto applied upgrades
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package