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3,102 Commits over 915 Days - 0.14cph!

5 Months Ago
Merge from fix_building_preview_logging -> main
5 Months Ago
Remove spammy logging when loading monuments with no building blocked volumes
5 Months Ago
merge from fix_barricades_car_placement -> main
5 Months Ago
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5 Months Ago
Merge from fix_barricades_rocks_monuments -> main
5 Months Ago
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
5 Months Ago
Merge from main -> fix_barricades_rocks_monuments
5 Months Ago
Merge from main -> fix_barricades_rocks_monuments
5 Months Ago
S2P everything again because somehow arctic research base got missed
5 Months Ago
Rearrange placement checks so "Can't Place On Road" always shows first
5 Months Ago
Fix SocketMod_RoadCheck not checking for custom tags
5 Months Ago
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
5 Months Ago
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
5 Months Ago
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
5 Months Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
5 Months Ago
Allow barricades to be buildable on roads
5 Months Ago
Add support to allow prefabs to be placed onto roads
5 Months Ago
S2P all monuments
5 Months Ago
Tag trail paths in monuments so barricades can be placed
5 Months Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
5 Months Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
5 Months Ago
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
5 Months Ago
undo projectsettings.asset being commited
5 Months Ago
Undo projectsettings.asset being commited
5 Months Ago
See if this fixes aux1 client buld
5 Months Ago
Fix editor compile error
5 Months Ago
Merge compile fix to aux1
5 Months Ago
Fix compilation error on server
5 Months Ago
Merge from scene_warmup -> aux1
5 Months Ago
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
5 Months Ago
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
5 Months Ago
Merge preprocess refactor -> monument_scenes
5 Months 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
5 Months Ago
merge from protobuf_skip_default_fields -> aux1
5 Months Ago
Codegen
5 Months Ago
merge from main -> protobuf_skip_default_fields
5 Months Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
5 Months Ago
Fix music clips preload
5 Months Ago
Fixed using OR to check for changes instead of AND
5 Months Ago
Audio clips with platform specific settings removed
5 Months 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
5 Months Ago
Merge from audio_import_music_clips -> aux1
5 Months Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
5 Months Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
5 Months Ago
Some sound effects didn't save their settings
5 Months Ago
merge from monument_scenes -> aux1
5 Months Ago
merge from optimize_prewarm_doors -> aux1
5 Months Ago
merge from native_memory_stream -> aux1
5 Months Ago
merge from detach_monument_children -> aux1
5 Months Ago
Add convar to toggle DetachMonumentChildren - enabled by default