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3,102 Commits over 915 Days - 0.14cph!

5 Months Ago
Cherrypick 100111 (BiomeVisuals2 RendererLOD fix)
5 Months Ago
Fix RendererLOD not having it's settings copied over by BiomeVisuals2
5 Months Ago
Merge from main -> biome_visuals_2
5 Months Ago
Merge from fix_barricade_subway_entrance -> main
5 Months Ago
Fixed "not in terrain" error phrase accidently defaulting to "Can't Place On Monument" - only affected phrases when generated, didn't affect the ingame messages (yet) Move a few more error phrases to the ConstructionErrors class
5 Months Ago
Fix subway entrance prefabs not having `PreventBuildingMonumentTag` as they aren't apart of the S2P system that all other monuments are - should fix them not being placeable outside of subway entrances
5 Months Ago
Merge from main -> fix_barricade_subway_entrance
5 Months Ago
merge from editor_count_components -> main
5 Months Ago
Added right click menu option `Stats/Component Count` - print the number of each type of component of the selected GameObject - if multiple objects are selected, prints the amount per object
5 Months Ago
merge from simulate_compile_errors -> main
5 Months Ago
Added `Switch/Test Compile Errors` menu option - will run parallel dotnet build in background in CLIENT and SERVER mode even if you are in CLIENT + SERVER - will output whether the build succeeded or failed (and include the errors) - only runs on windows atm
5 Months Ago
Merge from runtime_profiling_update_markers -> main
5 Months Ago
Simplify StartOfFrameHook as the first of FixedUpdate() or Update() Rename "CPU" in perf 6 -> "SCRIPTS" Estimate time taken to measure Physics.Update() - time taken between `FixedUpdate()` and `yield WaitForFixedUpdate` - include physics update time in server runtime profiler - add to perf 8 alongside FixedUpdate ms
5 Months Ago
Merge from runtime_profiling_update_markers -> main
5 Months Ago
Add script execution time for Update(), LateUpdate() and FixedUpdate()
5 Months Ago
merge from runtime_profiling_entity_csv -> main
5 Months Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
5 Months Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
5 Months Ago
Merge from qol_building_preview_lerp_snapping -> main
5 Months Ago
5 Months Ago
Add `int guideVersion` that is incremented every time a building guide snaps to a socket or rotates - lets us snap the lerping to the next position instead of lerping strangely
5 Months Ago
Merge from analytics_junkyard -> main
5 Months Ago
Add analytics when cars are shredded in junkyard
5 Months Ago
Merge from fix_barricade_subway_entrance -> main
5 Months Ago
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
5 Months Ago
Add code to handle "BlockBarricadePlacment" tag Add "ConstructionErrors" class to store Translate phrases for construction errors Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
5 Months Ago
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
5 Months Ago
Merge from fix_batching_rainbow_logs -> main
5 Months Ago
Missed removing the old early exit
5 Months Ago
Fix logs inheriting the color of shipping container after recent fix for white barrels
5 Months Ago
Scene to prefab everything
5 Months Ago
Codegen
5 Months Ago
Fix Protobuf from merge
5 Months Ago
Cherrypick all the code from the /prefabs subbranch
5 Months Ago
merge from biome_visuals_2/prefabs -> aux1
5 Months Ago
#if CLIENT for compile errors
5 Months Ago
Attempt #2 at converting prefabs
5 Months Ago
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
5 Months Ago
Update converter to only convert prefabs that are nested prefabs
5 Months Ago
Convert moss prefabs into nested prefabs so they work with the conversion
5 Months Ago
Update biome_visuals_2/prefabs
5 Months Ago
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
5 Months Ago
Undo first prefab conversion
5 Months Ago
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
5 Months Ago
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error Print error if there are additional components that would be stripped (example: Imposter)
5 Months Ago
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
5 Months Ago
Add RendererBatch if all biome variants have it present
5 Months Ago
Add new BiomeVisuals2 component - swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome Added tool to convert from BiomeVisuals -> BiomeVisuals2
5 Months Ago
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5 Months Ago
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