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5,144 Commits over 1,492 Days - 0.14cph!

1 Year Ago
Allow barricades to be buildable on roads
1 Year Ago
Add support to allow prefabs to be placed onto roads
1 Year Ago
S2P all monuments
1 Year Ago
Tag trail paths in monuments so barricades can be placed
1 Year Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
1 Year Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
1 Year 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
1 Year Ago
Undo projectsettings.asset being commited
1 Year Ago
Fix editor compile error
1 Year Ago
Fix compilation error on server
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
2 Years Ago
Codegen
2 Years Ago
merge from main -> protobuf_skip_default_fields
2 Years Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
2 Years Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
2 Years Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
2 Years Ago
Some sound effects didn't save their settings
2 Years Ago
Add convar to toggle DetachMonumentChildren - enabled by default
2 Years Ago
Merge from main -> native_memory_stream
2 Years Ago
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
2 Years Ago
merge from main -> monument_scenes
2 Years Ago
Update import settings of audio
2 Years Ago
Fix preload setting not being preserved after unity 2022
2 Years 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)
2 Years Ago
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
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