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4,654 Commits over 1,341 Days - 0.14cph!

46 Days Ago
▇▊▇▇█ ▆▇▅▄ █▄▊▊▊▅_▆▉▍▄▆▉_▆▊█▍▆▍ -> ▊▌▋█
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▌▇▊ ▅▄█▌▊▌▅ ▆▌▍▅█ (▊ ▅▇▍▌█▄▉ ▄▌▉▅▄▉▌ ▅▋▉▌ ▇▅▄▅ ▅▊▅▉▋█▄?)
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▋▅▌▆▆ ▍▄▊█ ▊▇▋▅ -> ▄▊▅█▌▌_▆▍▄▌▊█_▍▊▉█▊▊
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▊▉█ ▌▆▅▆▊▅▍ ▌▅▌▍▆▍▊ & ▉▌▉▊▉ █▍ ▆▊▍▆▍▄▍ ▅▄ ▋▆▌▄ ▄▄▆ ▉▍ ▆▋▌▍▇▉▍ ▉▍▇ ▋▌ ▌▅▄█▉
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▉▌▆▉ ▉▍▉▊█ ▊██▊▌▄, ▅▅▌ ▊▆▌▄█ ▌▋▌▋▉▆ ▆▊ ▉▊▉▅▉▄▄▄ ▌▍▆▌▄▋
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▍█▄ ▅█▅▉▄▇▊ ▇▆ ▍▇▋ & ▉▉█▇▆▇ ▄▆▋▍ ▇▊▆▋▋▊ ▊▍▇▄ █▉▊▊ ▍▇▊▌▉ ▌▉ ▉▊▉▆▉▉▌▉ ▌▍ ▆▆▆▅█▇ ▇▉▄▋▆ ▊▆ ▆▄▌▌▇ ▍▋▆▊ ▌█▋▍▊ █▅▄▌ ▇█▅ ▆▆█▉ ▉▍▆▆ ▉▅ ▆▍▇ ▇▆▊▋█▊ ▅▊▉▇▌█ █▋▍▇▍ ▌▌ ▅▅▄▋█▇ ▋▍█▍ ▅▊▅▌ ▉▆▆▉▆▇▊ ▇█ ▊▍▉ ▅▄▆▇▌▉ ▆▇▋▆ ▆█▅█▋ ▋▊▊ ▇▊▊ `▊▌█ ▋▌▋▉▅▌▊` ▇▌ ▍▅▊▋▅▅ ▊▇▋▄ ▇▄ ▋▇▌▉▍▋ ▋▆▆▍█▅▋▊ ▍▋▋ ▅▍▊▌▉▆▆
48 Days Ago
▇▄▄▅█ ▄▆▋▌▊▉▇ ▇▆ ▉▍▍ ▋▋ █▍▉ ▇▋▋▌ ▉▉▌▌▉▇▅▅ ▅▉▌ ▆▇▄▅▇▍ ▆▆▄▉██ - ▄▊▋▅▊▉▌ - ▊▆█▊▉ - ▊▍▄▅▆▆ - ▆▄▄▄▊▇▋ ▇▉ ▉▅▉▊▇ ▄▅▋▆▌▆ ▉▉ ▇▍ ▊▋▋██ █▍ ▅▄▌ `▆██▄_▍▇▇▇▄▆_█▊▌▇█▉▅▋` ▆▍▋▊▋▄ ▇▍▊▆ ▌▅▉ ▄█▌ ▄▊▊▋▆█▌▅ ▉▄█▍▍█▄ ▌▇ ▅▌▅▄▊▊▇▊ ▄▋▅▉▌▊ ▇▆▄▆▋▍█▉▌ - ▄▉▄▊▉█ ▍▅▅▍ ▌█ ▆▇▋█▄ ▆▅▆▋▊▊▊ ▇▅▊▍ ▅▆▍▍▊▍ ▄█▉▍▋▅▅▉▄▉▄ ▆▅▍▆▌▋ ▊▆▇▄▇▍
48 Days Ago
▌▋▇ ▍▄▆ ▌▆▋▆▌▊▊▊ ▌▆ █▅▋▄▌▆▆█
49 Days Ago
merge from fix_cui_update_texture -> main
49 Days Ago
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
49 Days Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
49 Days 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
49 Days Ago
merge from deep_sea -> deep_sea/island_scenes
50 Days Ago
merge from force_scene_deep_sea -> naval_update
50 Days Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
50 Days Ago
Re-add deepsea.cs convar file because plastic - codegen
50 Days 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)
54 Days Ago
.asset files
54 Days Ago
Update manifest
54 Days Ago
.meta files after generating manifest
54 Days Ago
Prefabs after generating manifest
54 Days Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
54 Days Ago
Cherrypick CS 136987 (stop generating lighting)
55 Days Ago
Material & SceneTemplateSettings.json keep getting generated
55 Days Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
55 Days Ago
Fix async pool refill not tracking refilled count
55 Days Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
56 Days Ago
Fix "ShouldBeRunning()" getting inverted during refactor
56 Days Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
56 Days 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
56 Days Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
56 Days Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
57 Days Ago
3 materials for the 3 extra materials created
57 Days Ago
Cherrypick CS 107107 - Wind shader fix
57 Days Ago
3 more meta files
57 Days Ago
16k .meta files
57 Days Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
57 Days Ago
More automatic upgrades
57 Days Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
57 Days Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
57 Days Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
57 Days Ago
Clarify namespaces for rendering in Rust code after namespaces changed
57 Days Ago
More auto applied upgrades
57 Days Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package