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4,179 Commits over 1,157 Days - 0.15cph!

1 Year Ago
Undo projectsettings.asset being commited
1 Year Ago
See if this fixes aux1 client buld
1 Year Ago
Fix editor compile error
1 Year Ago
Merge compile fix to aux1
1 Year Ago
Fix compilation error on server
1 Year Ago
Merge from scene_warmup -> aux1
1 Year 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
1 Year 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
1 Year Ago
Merge preprocess refactor -> monument_scenes
1 Year 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
1 Year Ago
merge from protobuf_skip_default_fields -> aux1
1 Year Ago
Codegen
1 Year Ago
merge from main -> protobuf_skip_default_fields
1 Year Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
1 Year Ago
Fix music clips preload
1 Year Ago
Fixed using OR to check for changes instead of AND
1 Year Ago
Audio clips with platform specific settings removed
1 Year 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
1 Year Ago
Merge from audio_import_music_clips -> aux1
1 Year Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
1 Year Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
1 Year Ago
Some sound effects didn't save their settings
1 Year Ago
merge from monument_scenes -> aux1
1 Year Ago
merge from optimize_prewarm_doors -> aux1
1 Year Ago
merge from native_memory_stream -> aux1
1 Year Ago
merge from detach_monument_children -> aux1
1 Year Ago
Add convar to toggle DetachMonumentChildren - enabled by default
1 Year Ago
Merge from main -> native_memory_stream
1 Year Ago
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
merge from audio_import_music_clips -> aux1
1 Year Ago
Update import settings of audio
1 Year Ago
Fix preload setting not being preserved after unity 2022
1 Year Ago
Start over on a new branch since we need to keep the original preload settings - cherrypick 99453 (music clips = compressed in memory + preload off)
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
Subtract audio import changes (some audio clips had preload disabled)
1 Year Ago
Merge from audio_import_june_2024 -> aux2
1 Year Ago
Update settings of all music clips
1 Year Ago
Change audio clip updater to handle music clips - vorbis, 80% quality (like other vorbis clips) - preload off
1 Year Ago
Fix compile error from "fix_shipping_container_batching"
1 Year Ago
Compile fix for TriggeredEvent
1 Year Ago
merge from fix_shipping_container_batching -> main
1 Year Ago
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
1 Year Ago
merge from main -> fix_shipping_container_batching
1 Year Ago
merge from native_memory_stream -> aux2
1 Year Ago
Merge from main -> aux2
1 Year 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
1 Year 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