userJake_Richcancel
reporust_rebootcancel

5,465 Commits over 1,553 Days - 0.15cph!

9 Months Ago
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
9 Months Ago
merge from fix_texture_compression_npot -> main
9 Months Ago
Handle textures that are clamped to a maximum size from being falsely flagged as NPOT
9 Months Ago
Further fixes to make sleeping bags work with steam nicknams
9 Months Ago
Codegen
9 Months Ago
Codegen protobuf
9 Months Ago
merge from main -> fix_steam_nickname_bags
9 Months Ago
merge from fix_batching_ghosting -> naval_update
9 Months Ago
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
9 Months Ago
merge from fix_boat_teleport_checks -> naval_update
9 Months Ago
Fix portal teleport check not ignoring the terrain margin properly - make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
9 Months Ago
Re-enable dynamic occlusion pausing by default again
9 Months Ago
merge from main -> fix_dynamic_occlusion_pausing
9 Months Ago
merge from icon_renderer_path -> main
9 Months Ago
Allow path to be overwritten for PropRenderer - allows it to skip the "update the item's icon"
9 Months Ago
Fix compile error
9 Months Ago
merge from fix_cui_update_texture -> main
9 Months 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
9 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
9 Months 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
9 Months Ago
merge from deep_sea -> deep_sea/island_scenes
9 Months Ago
merge from force_scene_deep_sea -> naval_update
9 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
9 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
9 Months 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)
9 Months Ago
.asset files
9 Months Ago
Update manifest
9 Months Ago
.meta files after generating manifest
9 Months Ago
Prefabs after generating manifest
9 Months Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
9 Months Ago
Cherrypick CS 136987 (stop generating lighting)
9 Months Ago
Material & SceneTemplateSettings.json keep getting generated
9 Months Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
9 Months Ago
Fix async pool refill not tracking refilled count
9 Months Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
9 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
9 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
9 Months 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
9 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
9 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
10 Months Ago
3 materials for the 3 extra materials created
10 Months Ago
Cherrypick CS 107107 - Wind shader fix
10 Months Ago
3 more meta files
10 Months Ago
16k .meta files
10 Months Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
10 Months Ago
More automatic upgrades
10 Months Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
10 Months Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
10 Months Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
10 Months Ago
Clarify namespaces for rendering in Rust code after namespaces changed