userJake_Richcancel

3,309 Commits over 945 Days - 0.15cph!

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