userJake_Richcancel

4,616 Commits over 1,280 Days - 0.15cph!

15 Days Ago
3 materials for the 3 extra materials created
15 Days Ago
Cherrypick CS 107107 - Wind shader fix
15 Days Ago
3 more meta files
15 Days Ago
16k .meta files
15 Days Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
15 Days Ago
More automatic upgrades
15 Days Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
15 Days Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
15 Days Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
15 Days Ago
Clarify namespaces for rendering in Rust code after namespaces changed
15 Days Ago
More auto applied upgrades
15 Days Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
15 Days Ago
Fix render pipeline switch using statement -> Begin() & End() calls
15 Days Ago
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
15 Days Ago
Fix namespaces & methods being changed in the Rust.RenderPipeline package - changes in project directly instead of in git repo for now - stuff like UnityEngine.Experimental.Rendering.RenderGraphModule -> UnityEngine.Rendering.RenderGraphModule; - ComputeBuffer renamed to Buffer - obvious fixes first
15 Days Ago
Script auto compile / fixes
15 Days Ago
Cherrypick CS 107091 - TMP_script changes
15 Days Ago
Cherrypick CS 107090 - ProjectSettings\MultiplayerManager.asset
15 Days Ago
Cherypick CS107089 - CurrentVersion.cs
15 Days Ago
Update ProjectVersion.txt to 6000.0.58f2
16 Days Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
16 Days Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
16 Days Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
16 Days Ago
Start by adding simple pool refilling - 0.1ms per frame creating prefabs until each pool is full - keep list of partially full pools, loop through them in order
16 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
16 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
19 Days Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
20 Days Ago
Clamp radiation maximum radius to +50% or +20m: whichever is smaller - reduces puzzle radiation size on large puzzle rooms - reduces how much radiation leaks out of military tunnels building blocked
20 Days Ago
Fix arctic research puzzle radiation spawning randomly across the map - was having it's worldPosition added twice: once via localPosition and once via BoxCollider.center - set the WorldPosition to zero so the BoxCollider.center can be the worldPosition
21 Days Ago
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
21 Days Ago
merge from fix_has_respawn_options -> main
21 Days Ago
Plastic missed a file
21 Days Ago
Fix checking for sleeping bags instead of checking respawn options in PlayerInit() - was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
22 Days Ago
Fix compile error
22 Days Ago
merge from fix_dynamic_occlusion_pooling -> main
22 Days Ago
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
22 Days Ago
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread
22 Days Ago
merge from puzzle_reset_changes -> main
22 Days Ago
Fix radiation trigger not being multiplied by 2 (extents vs size)
22 Days Ago
merge from puzzle_reset_changes -> main
22 Days Ago
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
22 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
22 Days Ago
Enable pauseUntilLooted in powerplant S2P
23 Days Ago
merge from puzzle_reset_changes -> main
23 Days Ago
Enable pauseUntilLooted on water treatment Disable radiation on the manually opened puzzle room S2P
23 Days Ago
Enable pauseUntilReset on trainyard S2P
23 Days Ago
Enable pauseUntilLooted on dome S2P
23 Days Ago
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle S2P
23 Days Ago
Enable pauseUntilLooted in sats S2P - shrink from 7m -> 5m
23 Days Ago
Enable pauseUntilLooted in radtown S2P