userJake_Richcancel

4,590 Commits over 1,280 Days - 0.15cph!

Today
merge from fix_cui_update_texture -> main
Today
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
Today
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
Today
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
Today
merge from deep_sea -> deep_sea/island_scenes
Yesterday
merge from force_scene_deep_sea -> naval_update
Yesterday
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Yesterday
Re-add deepsea.cs convar file because plastic - codegen
Yesterday
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)
7 Days Ago
.asset files
7 Days Ago
Update manifest
7 Days Ago
.meta files after generating manifest
7 Days Ago
Prefabs after generating manifest
7 Days Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
7 Days Ago
Cherrypick CS 136987 (stop generating lighting)
7 Days Ago
Material & SceneTemplateSettings.json keep getting generated
7 Days Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
7 Days Ago
Fix async pool refill not tracking refilled count
7 Days Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
8 Days Ago
Fix "ShouldBeRunning()" getting inverted during refactor
8 Days Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
8 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
8 Days Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
8 Days Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
9 Days Ago
3 materials for the 3 extra materials created
9 Days Ago
Cherrypick CS 107107 - Wind shader fix
9 Days Ago
3 more meta files
9 Days Ago
16k .meta files
9 Days Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
9 Days Ago
More automatic upgrades
9 Days Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
9 Days Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
9 Days Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
9 Days Ago
Clarify namespaces for rendering in Rust code after namespaces changed
9 Days Ago
More auto applied upgrades
9 Days Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
9 Days Ago
Fix render pipeline switch using statement -> Begin() & End() calls
9 Days Ago
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
9 Days Ago
Fix namespaces & methods being changed in the Rust.RenderPipeline package - changes in project directly instead of in git repo for now - stuff like UnityEngine.Experimental.Rendering.RenderGraphModule -> UnityEngine.Rendering.RenderGraphModule; - ComputeBuffer renamed to Buffer - obvious fixes first
9 Days Ago
Script auto compile / fixes
9 Days Ago
Cherrypick CS 107091 - TMP_script changes
9 Days Ago
Cherrypick CS 107090 - ProjectSettings\MultiplayerManager.asset
9 Days Ago
Cherypick CS107089 - CurrentVersion.cs
9 Days Ago
Update ProjectVersion.txt to 6000.0.58f2
10 Days Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
10 Days Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
10 Days Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
10 Days Ago
Start by adding simple pool refilling - 0.1ms per frame creating prefabs until each pool is full - keep list of partially full pools, loop through them in order
10 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
10 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching