userJake_Richcancel

3,958 Commits over 1,066 Days - 0.15cph!

10 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)
10 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)
10 Months Ago
Add RendererBatch if all biome variants have it present
10 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
10 Months Ago
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10 Months Ago
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10 Months Ago
Merge from fix_building_preview_logging -> main
10 Months Ago
Remove spammy logging when loading monuments with no building blocked volumes
10 Months Ago
merge from fix_barricades_car_placement -> main
10 Months Ago
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10 Months Ago
Merge from fix_barricades_rocks_monuments -> main
10 Months Ago
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
10 Months Ago
Merge from main -> fix_barricades_rocks_monuments
10 Months Ago
Merge from main -> fix_barricades_rocks_monuments
10 Months Ago
S2P everything again because somehow arctic research base got missed
10 Months Ago
Rearrange placement checks so "Can't Place On Road" always shows first
10 Months Ago
Fix SocketMod_RoadCheck not checking for custom tags
10 Months Ago
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
10 Months Ago
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
10 Months Ago
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
10 Months Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
10 Months Ago
Allow barricades to be buildable on roads
10 Months Ago
Add support to allow prefabs to be placed onto roads
10 Months Ago
S2P all monuments
10 Months Ago
Tag trail paths in monuments so barricades can be placed
10 Months Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
10 Months Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
10 Months 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
10 Months Ago
undo projectsettings.asset being commited
10 Months Ago
Undo projectsettings.asset being commited
10 Months Ago
See if this fixes aux1 client buld
10 Months Ago
Fix editor compile error
10 Months Ago
Merge compile fix to aux1
10 Months Ago
Fix compilation error on server
10 Months Ago
Merge from scene_warmup -> aux1
10 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
10 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
10 Months Ago
Merge preprocess refactor -> monument_scenes
10 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
10 Months Ago
merge from protobuf_skip_default_fields -> aux1
10 Months Ago
Codegen
10 Months Ago
merge from main -> protobuf_skip_default_fields
10 Months Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
10 Months Ago
Fix music clips preload
10 Months Ago
Fixed using OR to check for changes instead of AND
10 Months Ago
Audio clips with platform specific settings removed
10 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
10 Months Ago
Merge from audio_import_music_clips -> aux1
10 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)
10 Months Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7