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2,645 Commits over 762 Days - 0.14cph!

1 Hour Ago
Merge from main -> fix_barricades_rocks_monuments
Today
S2P everything again because somehow arctic research base got missed
Today
Rearrange placement checks so "Can't Place On Road" always shows first
Today
Fix SocketMod_RoadCheck not checking for custom tags
Today
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
Today
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
Today
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
Today
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
Today
Allow barricades to be buildable on roads
Today
Add support to allow prefabs to be placed onto roads
Today
S2P all monuments
Today
Tag trail paths in monuments so barricades can be placed
Today
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
Today
Add tags to rocks - v2 rocks - v3 rocks - rock formations
Today
Add ability to tag all colliders of a prefab - use a component to store the tags if the GameObject already has a tag - add editor tool to add tags to multiple prefabs Add "AllowBarricadePlacement" tag - used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement
Yesterday
undo projectsettings.asset being commited
Yesterday
Undo projectsettings.asset being commited
Yesterday
See if this fixes aux1 client buld
Yesterday
Fix editor compile error
Yesterday
Merge compile fix to aux1
Yesterday
Fix compilation error on server
Yesterday
Merge from scene_warmup -> aux1
Yesterday
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
Yesterday
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
3 Days Ago
Merge preprocess refactor -> monument_scenes
3 Days 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
3 Days Ago
merge from protobuf_skip_default_fields -> aux1
3 Days Ago
Codegen
3 Days Ago
merge from main -> protobuf_skip_default_fields
3 Days Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
3 Days Ago
Fix music clips preload
3 Days Ago
Fixed using OR to check for changes instead of AND
3 Days Ago
Audio clips with platform specific settings removed
3 Days Ago
Batch together audio import updates with AssetDatabase.StartAssetEditing() to reduce the time it takes to run Fix progress bar not being cleared when reserializing all assets Fix some audio clips not being detected as modified and their changes not being saved Remove obsolete platform specific import settings for audio clips
3 Days Ago
Merge from audio_import_music_clips -> aux1
3 Days Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
3 Days Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
3 Days Ago
Some sound effects didn't save their settings
3 Days Ago
merge from monument_scenes -> aux1
3 Days Ago
merge from optimize_prewarm_doors -> aux1
3 Days Ago
merge from native_memory_stream -> aux1
3 Days Ago
merge from detach_monument_children -> aux1
3 Days Ago
Add convar to toggle DetachMonumentChildren - enabled by default
4 Days Ago
Merge from main -> native_memory_stream
4 Days Ago
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
4 Days Ago
merge from main -> monument_scenes
4 Days Ago
merge from audio_import_music_clips -> aux1
4 Days Ago
Update import settings of audio
4 Days Ago
Fix preload setting not being preserved after unity 2022
4 Days 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)