userJake_Richcancel

4,032 Commits over 1,127 Days - 0.15cph!

12 Months Ago
Merge from main -> aux2
12 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
12 Months Ago
Change default door prewarm count from 100 -> 1 - monument doors were warming up 100 -> 1 now Added ability to override an individual prefab's warmup count via the Poolable component - garage door & sheet metal doors = 10 - wood & armored door = 5
12 Months Ago
Cherrypick audio import setting changes
12 Months Ago
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings - assuming the tool still applies good settings
12 Months Ago
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream - reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations - add `loadmap` test command to load local map when profiling deserialization
12 Months Ago
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
12 Months Ago
merge from monument_scenes -> aux2
12 Months Ago
Generate manifest with new string pool
12 Months Ago
Get rid of checking for scene in standalone build - asset bundles don't want to tell you if scene is there - rare error: won't occur once build process is normal
12 Months Ago
Enable batching on low container walls
12 Months Ago
Fix render batching not refreshing after color is changing Pass color to batching directly instead of pulling from MeshRenderer Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
12 Months Ago
Enable the RendererBatch component on all shipping container prefabs - fix some components that were at the root level instead of at the same level as the RendererLOD / MeshLOD
12 Months Ago
Add color to RendererKey for render batching to support shipping container - pull the color from the MaterialPropertyBlock of the MeshRenderer
12 Months Ago
Apply fix #2 in redid commit
12 Months Ago
Redid the commit so that it would stop applying to DeltaSerialize() - tried to combine existing null checks with new default value checks, keeping them seperate is less complexity
12 Months Ago
Fix & update codegen - don't check if field is null twice (bytes & strings already checked if null when optional) - throw error if required class isn't present, skip serializing structs if required but default value - fix regression where it checked if field was default when delta serializing
12 Months Ago
Skip fields with custom default values instead of always serializing them - significant as it affects Vector3
12 Months Ago
Updated codegen Protobuf now won't serialize default values as pooling resets everything before deserialization - should have the exact same input & output but better performance
12 Months Ago
Made ProtoBuf.Half3 and ProtoBuf.VectorData IEquatable so it can be compared to default value
12 Months Ago
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
12 Months Ago
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
12 Months Ago
Codegen
12 Months Ago
Fix the check "is scene in asset bundles" not working outside of editor - added method to check if any asset is at path in filesystem
12 Months Ago
merge from main -> monument_scenes
12 Months Ago
merge from qol_give_improvements -> main
12 Months Ago
Adding --silent onto a give command will stop telling you picked up the item - still broadcasts to the server when an item is given
12 Months Ago
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot Add ability to specify target container & slot when using `give` command - give {item} {amount} {condition} {skin} {container} {slot} Add some descriptions to give commands
12 Months Ago
Fix `monument_scenes` convar not applying to remapping paths after previous commits Don't remap to scene spawner if the scene doesn't exist in asset bundles Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
12 Months Ago
merge from build_leave_bundles_symlink -> main
12 Months Ago
Cut down version of every monument scene spawner prefab
12 Months Ago
Remove every map generation component from scene spawner prefab for monuments - only output GameObject + ScenePrefab component
12 Months Ago
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present Remap to scene spawner only when spawning world
12 Months Ago
Switch `monument_scenes` convar to be saved
1 Year Ago
merge build_leave_bundles_symlink -> monument_scenes
1 Year Ago
Stop deleting the Bundles directory or symlink in the output directory when doing normal build - bundles still get overwritten when building asset bundles - prevents you from nuking your bundle folder when testing local builds
1 Year Ago
merge from monument_scenes -> aux2
1 Year Ago
Merge from optimize_asset_warmup_tunnels -> monument_scenes
1 Year Ago
Skip asset warmup on all underground train tunnel prefabs
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Don't run DetachMonumentChildren when monuments are in their own scenes
1 Year Ago
Merge from main -> aux2
1 Year Ago
Include all active & inactive objects in new output `UnityEngine.Object_All.Count.txt` Include total amount of components at the top of the file
1 Year Ago
Order `Stats/Transform Count` based on the amount of components
1 Year Ago
Fix scenes with slashes in them making a ton of sub folders
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
merge from fix_invoke_cancel_nre -> main
1 Year Ago
Fix InvokeHandler NRE when cancelling invokes when the server is shutting down - pretty sure this only spammed the editor
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Dump now outputs statistics per scene - create new folder for each scene - outputs hierarchy per scene (still outputs old hierarchy files incase they were useful) - outputs Component & GameObject count per scene