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4,639 Commits over 1,310 Days - 0.15cph!

23 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
23 Days Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
23 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
24 Days Ago
merge from deep_sea -> deep_sea/island_scenes
24 Days Ago
merge from force_scene_deep_sea -> naval_update
24 Days Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
24 Days Ago
Re-add deepsea.cs convar file because plastic - codegen
24 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)
29 Days Ago
.asset files
29 Days Ago
Update manifest
29 Days Ago
.meta files after generating manifest
29 Days Ago
Prefabs after generating manifest
29 Days Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
29 Days Ago
Cherrypick CS 136987 (stop generating lighting)
29 Days Ago
Material & SceneTemplateSettings.json keep getting generated
29 Days Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
29 Days Ago
Fix async pool refill not tracking refilled count
30 Days Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
30 Days Ago
Fix "ShouldBeRunning()" getting inverted during refactor
31 Days Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
31 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
31 Days Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
31 Days Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
32 Days Ago
3 materials for the 3 extra materials created
32 Days Ago
Cherrypick CS 107107 - Wind shader fix
32 Days Ago
3 more meta files
32 Days Ago
16k .meta files
32 Days Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
32 Days Ago
More automatic upgrades
32 Days Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
32 Days Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
32 Days Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
32 Days Ago
Clarify namespaces for rendering in Rust code after namespaces changed
32 Days Ago
More auto applied upgrades
32 Days Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
32 Days Ago
Fix render pipeline switch using statement -> Begin() & End() calls
32 Days Ago
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
32 Days Ago
Fix namespaces & methods being changed in the Rust.RenderPipeline package - changes in project directly instead of in git repo for now - stuff like UnityEngine.Experimental.Rendering.RenderGraphModule -> UnityEngine.Rendering.RenderGraphModule; - ComputeBuffer renamed to Buffer - obvious fixes first
32 Days Ago
Script auto compile / fixes
32 Days Ago
Cherrypick CS 107091 - TMP_script changes
32 Days Ago
Cherrypick CS 107090 - ProjectSettings\MultiplayerManager.asset
32 Days Ago
Cherypick CS107089 - CurrentVersion.cs
32 Days Ago
Update ProjectVersion.txt to 6000.0.58f2
32 Days Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
33 Days Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
33 Days Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
33 Days Ago
Start by adding simple pool refilling - 0.1ms per frame creating prefabs until each pool is full - keep list of partially full pools, loop through them in order
33 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
33 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
36 Days Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent