3,461 Commits over 1,007 Days - 0.14cph!
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
Undo first prefab conversion
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error
Print error if there are additional components that would be stripped (example: Imposter)
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage
Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs
Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
Add RendererBatch if all biome variants have it present
Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
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Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
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Merge from fix_barricades_rocks_monuments -> main
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
Merge from main -> fix_barricades_rocks_monuments
Merge from main -> fix_barricades_rocks_monuments
S2P everything again because somehow arctic research base got missed
Rearrange placement checks so "Can't Place On Road" always shows first
Fix SocketMod_RoadCheck not checking for custom tags
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
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
Tag all generated road meshes with "Road" tag (ring road)
Add new component "SocketMod_RoadCheck" which prevents building on roads
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
Allow barricades to be buildable on roads
Add support to allow prefabs to be placed onto roads
Tag trail paths in monuments so barricades can be placed
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
Add tags to rocks
- v2 rocks
- v3 rocks
- rock formations
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
undo projectsettings.asset being commited
Undo projectsettings.asset being commited
See if this fixes aux1 client buld
Merge compile fix to aux1
Fix compilation error on server
Merge from scene_warmup -> aux1
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
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
Merge preprocess refactor -> monument_scenes
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
merge from protobuf_skip_default_fields -> aux1
merge from main -> protobuf_skip_default_fields
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
Fixed using OR to check for changes instead of AND
Audio clips with platform specific settings removed
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