userJake_Richcancel

4,708 Commits over 1,341 Days - 0.15cph!

2 Months Ago
▄ ▆▇█ █▄▆▆█▅▄ ▊▍▉ █▉▊▋▊▋▍▉ ▉▌▆ ▇▆▆▍ ▊▆ ▍▅▌▅ ▍ ▅▆▍▇▌█▌▊ ▋▄▆▊▌ ▊▌▇▋ ▆▅█ ▊█▅▅▌▍▆▌ ▌▄█ ▄█ ███▋▇▍▉▋▍
2 Months Ago
▆ ▄▊▄ ▉█▇▋▅▄ ▍▄▇▌ ▋▊▄ ▌▇█▉ ▌▋▄▅ ▇▋█▍▋▆▅ ▋▊ ▆▉▍ ▋▄▄▇█▉▇ ▍▇█ █▋▅ ▉▇▋▍ ▍█▆ ▊▍▆▊▌▋▇▌ ▌▇▋ ▉▆▊▆▌▆ ▅▄▇ ▇▄▌▌ ▆▋ ▋▅▌ ▇▋▊▌▆▇
2 Months Ago
▇ ▅█▅▆█ ▍▆▋█ ▍▉▆▉ ▇▄ ▍█▆▄▋▉███▋▉▅▉▋█▄█▄▋▅
2 Months Ago
Fix compile error
2 Months Ago
▇ ▊▇▇█▆ ▇▅▄█ ▄▊▊▊▅▆▉▍▄▆▉▆▊█▍▆▍▊▌▋ █▍ ▍▌▋▅
2 Months Ago
▌ ▇▊▅ ▄█▌▊▌▅▆ ▌▍▅█▊ ▅▇ ▍▌█▄▉▄▌ ▉▅▄▉▌▅▋ ▉▌▇▅ ▄▅▅▊ ▅▉▋█▄▆▇▊▉
2 Months Ago
▇ ▄▍▍▉▉ █▅▋▋ ▉▄▆▉▋▄▋▊▍█▇▋▇▋▋▍▆▇▆▄ ▋█ ▄▌▄▄
2 Months Ago
▋ ▋▆▋▅▊▍ ▊▊▇▌▆▉▄▄ █▇▄▍▄ ▅▉▅▇▊
2 Months Ago
▋ ▅▌▆▆▍ ▄▊█▊ ▇▋▅▄ ▊▅ █▌▌▆▍▄▌▊█▍▊▉█▊▊▊▌▋▍▍
2 Months Ago
▆ ▌▅▄ ▋▄▊ ▅▆▆▊▍█▉▍ ▉▄▆ ▌▍▋▋ ▊▇▇▇▌▍ ▅▌▆▇█▋▊▌▌▋▆▋▇
2 Months Ago
▊ ▉█▌ ▆▅▆▊▅▍▌ ▅▌▍▆▍▊▉ ▌ ▉▊▉█▍ ▆▊ ▍▆▍▄▍▅▄ ▋▆ ▌▄▄▄ ▆▉▍ ▆▋ ▌▍▇▉▍▉▍ ▇▋▌ ▌▅ ▄█▉▊▆
2 Months Ago
▉ ▌▆▉▉ ▍▉▊█▊ ██▊▌▄▅▅ ▌▊▆ ▌▄█▌▋ ▌▋▉▆▆▊ ▉▊ ▉▅▉▄▄▄▌▍ ▆▌▄▋▊▆
2 Months Ago
▍ ▍▅▍▆▇▅ ▅▄▉▆▅▊▇ ▍▇▌▄ ▉▄█▇▍▌█▍ ▆▋█▌▉▋██
2 Months Ago
█ ▊█▋▋█▋ ▊▍▆▉▇▍▋▆
2 Months Ago
▍ ▇▋▉▇▉▆ ▅▋▌▋▉▆▆▉▄▄▋▉▆▅▌▊▅▆▊█ █▌ ▆▌▆▊██▇▍▉▆▍▄▌
2 Months Ago
▍ █▄▅ █▅▉▄▇▊▇ ▆▍ ▇▋▉ ▉ █▇▆▇▄▆ ▋▍▇▊ ▆▋▋▊▊▍▇▄█▉▊▊ ▍▇▊▌ ▉▌▉▉▊ ▉▆ ▉▉▌▉▌▍▆▆ ▆▅ █▇▇▉▄▋ ▆▊▆▆▄ ▌▌ ▇▍▋▆▊▌█▋▍▊█ ▅▄▌▇█ ▅▆▆█ ▉▉▍ ▆▆▉▅ ▆▍▇▇ ▆▊ ▋█▊ ▅▊▉▇▌█ █▋▍▇▍▌ ▌▅▅▄▋ █▇ ▋▍█▍▅▊ ▅▌▉▆ ▆▉▆▇ ▊▇█▊▍▉▅ ▄▆ ▇▌▉ ▆▇▋▆▆█ ▅█▋▋ ▊▊▇▊▊▊▌█▋▌ ▋▉▅ ▌▊▇▌ ▍▅▊▋▅▅▊▇ ▋▄ ▇▄▋▇▌▉ ▍▋▋▆ ▆▍ █▅▋▊▍▋▋▅▍▊▌▉▆▆▄▍ █▉▋ ▆▌▉▉▇▍▉
2 Months Ago
▇ ▄▄▅█▄ ▆▋▌▊▉▇▇ ▆▉ ▍▍▋ ▋█ ▍▉▇ ▋▋▌▉ ▉▌▌▉▇▅▅▅ ▉▌▆ ▇▄▅▇▍▆ ▆▄▉██▄▊▋▅ ▊▉▌▊▆█▊▉▊▍ ▄▅▆▆▆▄▄▄ ▊▇▋▇▉▉▅▉▊ ▇▄▅▋▆▌▆ ▉▉ ▇▍▊▋▋ ███▍▅▄ ▌▆ ██ ▄▍▇▇▇ ▄▆█▊▌▇█▉▅ ▋▆▍▋▊▋▄▇▍▊▆▌▅▉▄█▌▄▊▊▋▆ █▌▅▉▄█ ▍▍█▄ ▌▇▅ ▌▅▄ ▊▊▇▊▄▋▅▉ ▌▊▇▆▄▆▋ ▍█ ▉▌▄▉▄▊▉█ ▍▅▅▍▌█ ▆▇▋█▄▆▅▆▋▊▊▊ ▇▅▊▍▅▆ ▍▍▊▍ ▄█ ▉▍▋▅▅ ▉▄▉▄▆▅▍ ▆▌▋▊ ▆▇▄▇▍█ ▇█▋▍▄▌▍▌▋▆▆ ▆▌▄█▍▄ ▆▊▄▉▄▄
2 Months Ago
▌ ▋▇▍ ▄▆▌ ▆▋▆▌▊▊▊▌ ▆█ ▅▋▄▌▆▆█▊
2 Months Ago
merge from fix_cui_update_texture -> main
2 Months Ago
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
2 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
2 Months Ago
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
2 Months Ago
merge from deep_sea -> deep_sea/island_scenes
3 Months Ago
merge from force_scene_deep_sea -> naval_update
3 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
3 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
3 Months Ago
Add bool option to GameSetup to force the scene to be considered inside the deep sea - sets convar `force_scene_deep_sea` to be true (editor only)
3 Months Ago
.asset files
3 Months Ago
Update manifest
3 Months Ago
.meta files after generating manifest
3 Months Ago
Prefabs after generating manifest
3 Months Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
3 Months Ago
Cherrypick CS 136987 (stop generating lighting)
3 Months Ago
Material & SceneTemplateSettings.json keep getting generated
3 Months Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
3 Months Ago
Fix async pool refill not tracking refilled count
3 Months Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
3 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
3 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
3 Months Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
3 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
3 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
3 Months Ago
3 materials for the 3 extra materials created
3 Months Ago
Cherrypick CS 107107 - Wind shader fix
3 Months Ago
3 more meta files
3 Months Ago
16k .meta files
3 Months Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
3 Months Ago
More automatic upgrades
3 Months Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
3 Months Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now