3,309 Commits over 945 Days - 0.15cph!
undo projectsettings.asset being commited
Undo projectsettings.asset being commited
See if this fixes aux1 client buld
Merge compile fix to aux1
Fix compilation error on server
Merge from scene_warmup -> aux1
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
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
Merge preprocess refactor -> monument_scenes
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
merge from protobuf_skip_default_fields -> aux1
merge from main -> protobuf_skip_default_fields
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
Fixed using OR to check for changes instead of AND
Audio clips with platform specific settings removed
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
Merge from audio_import_music_clips -> aux1
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
Some sound effects didn't save their settings
merge from monument_scenes -> aux1
merge from optimize_prewarm_doors -> aux1
merge from native_memory_stream -> aux1
merge from detach_monument_children -> aux1
Add convar to toggle DetachMonumentChildren
- enabled by default
Merge from main -> native_memory_stream
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
merge from main -> monument_scenes
merge from audio_import_music_clips -> aux1
Update import settings of audio
Fix preload setting not being preserved after unity 2022
Start over on a new branch since we need to keep the original preload settings
- cherrypick
99453 (music clips = compressed in memory + preload off)
Merge from monument_scenes -> aux2
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
Merge from main -> monument_scenes
Subtract audio import changes (some audio clips had preload disabled)
Merge from audio_import_june_2024 -> aux2
Update settings of all music clips
Change audio clip updater to handle music clips
- vorbis, 80% quality (like other vorbis clips)
- preload off
Fix compile error from "fix_shipping_container_batching"
Compile fix for TriggeredEvent
merge from fix_shipping_container_batching -> main
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
merge from main -> fix_shipping_container_batching
merge from native_memory_stream -> aux2
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