userJake_Richcancel

4,148 Commits over 1,219 Days - 0.14cph!

1 Year Ago
Undo projectsettings.asset being commited
1 Year Ago
Fix editor compile error
1 Year Ago
Fix compilation error on server
1 Year Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
1 Year Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
1 Year Ago
Merge preprocess refactor -> monument_scenes
1 Year Ago
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform` - add options to turn each part of PreProcessing on and off - default to everything enabled - Scene2Scene will only run the stripping, not PreProcess() callbacks
1 Year Ago
Codegen
1 Year Ago
merge from main -> protobuf_skip_default_fields
1 Year Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
1 Year Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
1 Year Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
1 Year Ago
Some sound effects didn't save their settings
1 Year Ago
Add convar to toggle DetachMonumentChildren - enabled by default
1 Year Ago
Merge from main -> native_memory_stream
1 Year Ago
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Update import settings of audio
1 Year Ago
Fix preload setting not being preserved after unity 2022
1 Year Ago
Start over on a new branch since we need to keep the original preload settings - cherrypick 99453 (music clips = compressed in memory + preload off)
1 Year Ago
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
Update settings of all music clips
1 Year Ago
Change audio clip updater to handle music clips - vorbis, 80% quality (like other vorbis clips) - preload off
1 Year Ago
Fix compile error from "fix_shipping_container_batching"
1 Year Ago
merge from fix_shipping_container_batching -> main
1 Year Ago
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
1 Year Ago
merge from main -> fix_shipping_container_batching
1 Year Ago
Prewarm 200 codelocks Go back to defining pool amount via code to prevent misconfigured prefabs - player deployable doors stay at 100 - monument doors only warm 1
1 Year Ago
Change default door prewarm count from 100 -> 1 - monument doors were warming up 100 -> 1 now Added ability to override an individual prefab's warmup count via the Poolable component - garage door & sheet metal doors = 10 - wood & armored door = 5
1 Year Ago
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings - assuming the tool still applies good settings
1 Year Ago
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream - reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations - add `loadmap` test command to load local map when profiling deserialization
1 Year Ago
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
1 Year Ago
Generate manifest with new string pool
1 Year Ago
Get rid of checking for scene in standalone build - asset bundles don't want to tell you if scene is there - rare error: won't occur once build process is normal
1 Year Ago
Enable batching on low container walls
1 Year Ago
Fix render batching not refreshing after color is changing Pass color to batching directly instead of pulling from MeshRenderer Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
1 Year Ago
Enable the RendererBatch component on all shipping container prefabs - fix some components that were at the root level instead of at the same level as the RendererLOD / MeshLOD
1 Year Ago
Add color to RendererKey for render batching to support shipping container - pull the color from the MaterialPropertyBlock of the MeshRenderer
1 Year Ago
Apply fix #2 in redid commit
1 Year Ago
Redid the commit so that it would stop applying to DeltaSerialize() - tried to combine existing null checks with new default value checks, keeping them seperate is less complexity
1 Year Ago
Fix & update codegen - don't check if field is null twice (bytes & strings already checked if null when optional) - throw error if required class isn't present, skip serializing structs if required but default value - fix regression where it checked if field was default when delta serializing
1 Year Ago
Skip fields with custom default values instead of always serializing them - significant as it affects Vector3
1 Year Ago
Updated codegen Protobuf now won't serialize default values as pooling resets everything before deserialization - should have the exact same input & output but better performance
1 Year Ago
Made ProtoBuf.Half3 and ProtoBuf.VectorData IEquatable so it can be compared to default value
1 Year Ago
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
1 Year Ago
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
1 Year Ago
Codegen
1 Year Ago
Fix the check "is scene in asset bundles" not working outside of editor - added method to check if any asset is at path in filesystem
1 Year Ago
merge from main -> monument_scenes