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5,366 Commits over 1,522 Days - 0.15cph!

2 Years Ago
Merge from main -> monument_scenes
2 Years Ago
Update settings of all music clips
2 Years Ago
Change audio clip updater to handle music clips - vorbis, 80% quality (like other vorbis clips) - preload off
2 Years Ago
Fix compile error from "fix_shipping_container_batching"
2 Years Ago
merge from fix_shipping_container_batching -> main
2 Years Ago
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
2 Years Ago
merge from main -> fix_shipping_container_batching
2 Years Ago
Prewarm 200 codelocks Go back to defining pool amount via code to prevent misconfigured prefabs - player deployable doors stay at 100 - monument doors only warm 1
2 Years Ago
Change default door prewarm count from 100 -> 1 - monument doors were warming up 100 -> 1 now Added ability to override an individual prefab's warmup count via the Poolable component - garage door & sheet metal doors = 10 - wood & armored door = 5
2 Years Ago
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings - assuming the tool still applies good settings
2 Years Ago
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream - reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations - add `loadmap` test command to load local map when profiling deserialization
2 Years Ago
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
2 Years Ago
Generate manifest with new string pool
2 Years Ago
Get rid of checking for scene in standalone build - asset bundles don't want to tell you if scene is there - rare error: won't occur once build process is normal
2 Years Ago
Enable batching on low container walls
2 Years Ago
Fix render batching not refreshing after color is changing Pass color to batching directly instead of pulling from MeshRenderer Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
2 Years Ago
Enable the RendererBatch component on all shipping container prefabs - fix some components that were at the root level instead of at the same level as the RendererLOD / MeshLOD
2 Years Ago
Add color to RendererKey for render batching to support shipping container - pull the color from the MaterialPropertyBlock of the MeshRenderer
2 Years Ago
Apply fix #2 in redid commit
2 Years Ago
Redid the commit so that it would stop applying to DeltaSerialize() - tried to combine existing null checks with new default value checks, keeping them seperate is less complexity
2 Years Ago
Fix & update codegen - don't check if field is null twice (bytes & strings already checked if null when optional) - throw error if required class isn't present, skip serializing structs if required but default value - fix regression where it checked if field was default when delta serializing
2 Years Ago
Skip fields with custom default values instead of always serializing them - significant as it affects Vector3
2 Years Ago
Updated codegen Protobuf now won't serialize default values as pooling resets everything before deserialization - should have the exact same input & output but better performance
2 Years Ago
Made ProtoBuf.Half3 and ProtoBuf.VectorData IEquatable so it can be compared to default value
2 Years Ago
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
2 Years Ago
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
2 Years Ago
Codegen
2 Years Ago
Fix the check "is scene in asset bundles" not working outside of editor - added method to check if any asset is at path in filesystem
2 Years Ago
merge from main -> monument_scenes
2 Years Ago
merge from qol_give_improvements -> main
2 Years Ago
Adding --silent onto a give command will stop telling you picked up the item - still broadcasts to the server when an item is given
2 Years Ago
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot Add ability to specify target container & slot when using `give` command - give {item} {amount} {condition} {skin} {container} {slot} Add some descriptions to give commands
2 Years Ago
Fix `monument_scenes` convar not applying to remapping paths after previous commits Don't remap to scene spawner if the scene doesn't exist in asset bundles Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
2 Years Ago
merge from build_leave_bundles_symlink -> main
2 Years Ago
Cut down version of every monument scene spawner prefab
2 Years Ago
Remove every map generation component from scene spawner prefab for monuments - only output GameObject + ScenePrefab component
2 Years Ago
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present Remap to scene spawner only when spawning world
2 Years Ago
Switch `monument_scenes` convar to be saved
2 Years Ago
merge build_leave_bundles_symlink -> monument_scenes
2 Years Ago
Stop deleting the Bundles directory or symlink in the output directory when doing normal build - bundles still get overwritten when building asset bundles - prevents you from nuking your bundle folder when testing local builds
2 Years Ago
Merge from optimize_asset_warmup_tunnels -> monument_scenes
2 Years Ago
Skip asset warmup on all underground train tunnel prefabs
2 Years Ago
Don't run DetachMonumentChildren when monuments are in their own scenes
2 Years Ago
Include all active & inactive objects in new output `UnityEngine.Object_All.Count.txt` Include total amount of components at the top of the file
2 Years Ago
Order `Stats/Transform Count` based on the amount of components
2 Years Ago
Fix scenes with slashes in them making a ton of sub folders
2 Years Ago
Merge from main -> monument_scenes
2 Years Ago
merge from fix_invoke_cancel_nre -> main
2 Years Ago
Fix InvokeHandler NRE when cancelling invokes when the server is shutting down - pretty sure this only spammed the editor
2 Years Ago
Dump now outputs statistics per scene - create new folder for each scene - outputs hierarchy per scene (still outputs old hierarchy files incase they were useful) - outputs Component & GameObject count per scene