userJake_Richcancel

5,131 Commits over 1,492 Days - 0.14cph!

2 Years Ago
Move LagSpikeProfiler.enabled into the record method
2 Years Ago
Show editor's email instead of the server name when in the editor (so it's easier to select a server in grafana)
2 Years Ago
Move uploader creation into it's own method EnssureUploadersCreated() Ensure invokes are reset when we start recording so we don't get the cumulative stats since startup Move Reset() methods outside of serialize methods
2 Years Ago
Improve readability of code - move try catch & "enabled" check into each Serialize() method - move some Serialize() methods into their profiler classes - set default enabled state in each profiler so the convars reflect what is turned on
2 Years Ago
Add convars to all of profiling analytics - profiling_server to enable / disable feature (instead of relying on if upload url is provided) - profiling_{feature} for each part we measure
2 Years Ago
Fix unity hook not working by moving it from GameSetup -> Bootstrap
2 Years Ago
Include "reserved" in serverinfo to see how many reserved slots are active Add `print_reserved_slots` to see how much time each reserved slot has left
2 Years Ago
Commit marking more components as [MapGeneration]
2 Years Ago
Add progress of how many monuments are left when running S2P on every single monument
2 Years Ago
Comments
2 Years Ago
Implement running PreProcess at runtime on each prefab in the scene
2 Years Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
2 Years Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
2 Years Ago
Mark more components as [MapGeneration]
2 Years Ago
Implement spawning in a scene when a monument's prefab is spawned in the world - async loads the scene - supports multiple scenes with same name loading at once - unloads the scene when the monument's prefab is destroyed - keep track of both server & client version of the prefab
2 Years Ago
Tag more components as [MapGeneration] Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
2 Years Ago
Automatically enable scene output mode if the scene represents a monument - only enable it when running Scene2Prefab/Update All
2 Years Ago
Add ScenePrefab before removing components from output prefab Fix compile errors
2 Years Ago
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
2 Years Ago
Mark TerrainAnchor and TerrainModified with [MapGeneration]
2 Years Ago
Cleanup for a bit more readability Start processing output prefab in scene mode - remove everything except for terrain generation components - add MapGeneration attribute to tag components we want to keep - add ScenePrefab spawner onto the output prefab once S2P is done
2 Years Ago
Add some context menu tools to calculate amount of components - "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy - "Stats/Hierarchy" prints amount of gameobjects at each depth
2 Years Ago
Add ability for SceneToPrefab to output to a scene instead of a prefab - output prefab identical to normal S2P - after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup - create a seperate scene for the client vs server version of the "prefab" - can view all 3 versions of the monument / prefab at once (editor, server, client) - applies label 'PrefabScene' in output scene - way faster than normal S2P
2 Years Ago
Fix the pie menu not starting off at a diagonal after changes to hammer pie menu
2 Years Ago
Manually mark seeds & ladders as "don't show monument building blocked"
2 Years Ago
Keep showing monument building blocked outline for prefabs that can bypass building privledge (floors, ladders) - instead manually mark every prefab that shouldn't show an outline
2 Years Ago
Fix teammate building guide staying visible after the teammate has disconnected
2 Years Ago
Try catch serialization so 1 error doesn't stop the entire thing from working
2 Years Ago
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client) - move hooks from UpdaetHandler -> UnityHookHandler - ensure hooks get created in bootstrap
2 Years Ago
Fix reserved slots not being added to list when created
2 Years Ago
Fixed convar defaulting to disabled instead of enabled
2 Years Ago
Also make sure the renderer is disabled on startup
2 Years Ago
Instead of leaving largest collider null, remove from the static list
2 Years Ago
Fix icelake showing a 1m red sphere in middle - caused by no buillding blocked for the "monument" so it defaults to 1m instead of being disabled
2 Years Ago
Show "Can't place on monument" when trying to place barricades onto concrete inside monument instead of `Failed Check: Sphere Test ( "assets/blah/blah/blah" )` - work with detailed error mode
2 Years Ago
Merge main -> fix_barricade_building_error
2 Years Ago
Fix invoke NRE caused when trying to fix a different InvokeHandler NRE
2 Years Ago
Fix barricades showing the long debug error of "Not In Terrain" to normal players - switch from admin check to convar`detailed_building_errors` to turn on debug building error messages
2 Years Ago
Fix console spam from mixing table loot panel
2 Years Ago
Prevent barricades, seeds & ladders from showing the building blocked outline around monuments
2 Years Ago
Fix ladders being placeable inside monuments
2 Years Ago
Fix NRE when teammate's building guide is near certain building blocked volumes
2 Years Ago
Implement lerping to smooth the 10hz update rate of teammates building guide - fix player guides being removed & recreated every update (due to client team comparison) - snap to last position whenever building prefab is changed - fix building guide not disappearing when going to sleep
2 Years Ago
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
2 Years Ago
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent - fast path is see if the `prevent_building` collider is already tagged - slow path is using a physics cast to search for `prevent_building` - caches to avoid falling back on the slow path every time
2 Years Ago
Pass null when checking IsInvoking() instead of getting a profiler key Fix NRE in profiling key creation if an entity is killed while an invoke is happening
2 Years Ago
Merge from main -> allow_barricade_monuments
2 Years Ago
Save convar to config
2 Years Ago
2 Years Ago
Slight optimization