userJake_Richcancel

4,688 Commits over 1,341 Days - 0.15cph!

2 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
2 Months 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
2 Months Ago
merge from deep_sea -> deep_sea/island_scenes
2 Months Ago
merge from force_scene_deep_sea -> naval_update
2 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
2 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
2 Months 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)
2 Months Ago
.asset files
2 Months Ago
Update manifest
2 Months Ago
.meta files after generating manifest
2 Months Ago
Prefabs after generating manifest
2 Months Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
2 Months Ago
Cherrypick CS 136987 (stop generating lighting)
2 Months Ago
Material & SceneTemplateSettings.json keep getting generated
2 Months Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
2 Months Ago
Fix async pool refill not tracking refilled count
2 Months Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
2 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
2 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
2 Months 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
2 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
2 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
2 Months Ago
3 materials for the 3 extra materials created
2 Months Ago
Cherrypick CS 107107 - Wind shader fix
2 Months Ago
3 more meta files
2 Months Ago
16k .meta files
2 Months Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
2 Months Ago
More automatic upgrades
2 Months Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
2 Months Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
2 Months Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
2 Months Ago
Clarify namespaces for rendering in Rust code after namespaces changed
2 Months Ago
More auto applied upgrades
2 Months Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
2 Months Ago
Fix render pipeline switch using statement -> Begin() & End() calls
2 Months Ago
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
2 Months 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
2 Months Ago
Script auto compile / fixes
2 Months Ago
Cherrypick CS 107091 - TMP_script changes
2 Months Ago
Cherrypick CS 107090 - ProjectSettings\MultiplayerManager.asset
2 Months Ago
Cherypick CS107089 - CurrentVersion.cs
2 Months Ago
Update ProjectVersion.txt to 6000.0.58f2
2 Months 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
2 Months 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
2 Months 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%)
2 Months 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
2 Months Ago
Fix print_prefabs having wrong order of columns (existing issue??)
2 Months Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
3 Months Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
3 Months Ago
Clamp radiation maximum radius to +50% or +20m: whichever is smaller - reduces puzzle radiation size on large puzzle rooms - reduces how much radiation leaks out of military tunnels building blocked