userJake_Richcancel

4,145 Commits over 1,157 Days - 0.15cph!

1 Year Ago
merge from editor_count_components -> main
1 Year Ago
Added right click menu option `Stats/Component Count` - print the number of each type of component of the selected GameObject - if multiple objects are selected, prints the amount per object
1 Year Ago
merge from simulate_compile_errors -> main
1 Year Ago
Added `Switch/Test Compile Errors` menu option - will run parallel dotnet build in background in CLIENT and SERVER mode even if you are in CLIENT + SERVER - will output whether the build succeeded or failed (and include the errors) - only runs on windows atm
1 Year Ago
Merge from runtime_profiling_update_markers -> main
1 Year Ago
Simplify StartOfFrameHook as the first of FixedUpdate() or Update() Rename "CPU" in perf 6 -> "SCRIPTS" Estimate time taken to measure Physics.Update() - time taken between `FixedUpdate()` and `yield WaitForFixedUpdate` - include physics update time in server runtime profiler - add to perf 8 alongside FixedUpdate ms
1 Year Ago
Merge from runtime_profiling_update_markers -> main
1 Year Ago
Add script execution time for Update(), LateUpdate() and FixedUpdate()
1 Year Ago
merge from runtime_profiling_entity_csv -> main
1 Year Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
1 Year Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
1 Year Ago
Merge from qol_building_preview_lerp_snapping -> main
1 Year Ago
1 Year Ago
Add `int guideVersion` that is incremented every time a building guide snaps to a socket or rotates - lets us snap the lerping to the next position instead of lerping strangely
1 Year Ago
Merge from analytics_junkyard -> main
1 Year Ago
Add analytics when cars are shredded in junkyard
1 Year Ago
Merge from fix_barricade_subway_entrance -> main
1 Year Ago
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
1 Year Ago
Add code to handle "BlockBarricadePlacment" tag Add "ConstructionErrors" class to store Translate phrases for construction errors Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
1 Year Ago
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
1 Year Ago
Merge from fix_batching_rainbow_logs -> main
1 Year Ago
Missed removing the old early exit
1 Year Ago
Fix logs inheriting the color of shipping container after recent fix for white barrels
1 Year Ago
Scene to prefab everything
1 Year Ago
Codegen
1 Year Ago
Fix Protobuf from merge
1 Year Ago
Cherrypick all the code from the /prefabs subbranch
1 Year Ago
merge from biome_visuals_2/prefabs -> aux1
1 Year Ago
#if CLIENT for compile errors
1 Year Ago
Attempt #2 at converting prefabs
1 Year Ago
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
1 Year Ago
Update converter to only convert prefabs that are nested prefabs
1 Year Ago
Convert moss prefabs into nested prefabs so they work with the conversion
1 Year Ago
Update biome_visuals_2/prefabs
1 Year Ago
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
1 Year Ago
Undo first prefab conversion
1 Year Ago
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
1 Year 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)
1 Year 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)
1 Year Ago
Add RendererBatch if all biome variants have it present
1 Year 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
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from fix_building_preview_logging -> main
1 Year Ago
Remove spammy logging when loading monuments with no building blocked volumes
1 Year Ago
merge from fix_barricades_car_placement -> main
1 Year Ago
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1 Year Ago
Merge from fix_barricades_rocks_monuments -> main
1 Year Ago
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
1 Year Ago
Merge from main -> fix_barricades_rocks_monuments