userJake_Richcancel

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

1 Year Ago
Undo substract on main CS 98931
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Subtract accidental merge of monument_scenes to main instead of aux2
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Fix remapped scene prefabs being warmed up
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Update old rig scenes
1 Year Ago
Fix S2S not adding tags to monuments with their MonumentInfo not on root level
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
merge from analytics_profile_servermgr -> main
1 Year Ago
Add profiling to following methods & include in runtime profiling data - ServerMgr.Update() - Net.sv.Cycle() - Physics.SyncTransforms() - CompanionServer.Tick() - BasePlayer.ServerCycle()
1 Year Ago
merge from fix_server_profiling_lag_spike -> main
1 Year Ago
Fix RPC lag spikes not including server id
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Add oil rig monument scenes Add arctic research base scene & remapped prefab
1 Year Ago
Fix remapping of monuments to exclude monuments without scenes Add logging
1 Year Ago
merge monument_scenes -> aux2
1 Year Ago
Add scene prefabs to /remapped/ folder instead of /autospawn/ so they stop conflicting with terrain generation
1 Year Ago
Delete scene prefabs from autospawn directory
1 Year Ago
Default to monument_scenes enabled in editor because it messes with map gen
1 Year Ago
Actually include the "monuments only" mode when running in Scene2Scene mode
1 Year Ago
Refactor SceneToPrefab to use an options class instead of many parameters By default don't save each scene (since nothing changes about it) By default Scene2Prefab/Update All outputs normal prefabs - extra option to output monuments as scenes - extra option to only output scene prefabs
1 Year Ago
Disabled monument scene convar by default - better to opt-in than break aux2 Remap to a different directory (/remapped/ instead of /autospawn/) because map generation was picking up both versions of the prefab and causing issues Make sure output directory of prefab exists before outputting Ensure output path of asset has forward slashes
1 Year Ago
Merge from monument_scenes -> aux2
1 Year Ago
Fix compile errors when putting editor in SERVER mode - only allow SceneToPrefab to work when in CLIENT + SERVER mode (it only required CLIENT before)
1 Year Ago
merge from monument_scenes -> aux2
1 Year Ago
Scene2Scene every monument
1 Year Ago
Store prefab's path inside ScenePrefab - used for PreProcess: not convinced it's critical but good to include Add ability to toggle the feature on and off (until it's stable) - convar `monument_scenes` turns it off (default enabled) - add '_scene' onto end of cut-down prefab - remap large monument prefab -> cut-down prefab when spawning & the convar is enabled
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Fix build compile errors Fix loading scene by path instead of by name in standalone builds Scene2Prefab will output prefabs disabled so monuments can be moved to correct position before OnEnable() is called - enable the prefab once the monument scene is loaded Package all monument scenes into `monument_scenes.bundle`
1 Year Ago
Keep components attached to AddToHeightMap and AddToWaterMap
1 Year Ago
Delete components in one sweep instead of as we are iterating through components - also allows us to mark components as required by other components
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
merge from analytics_dump_hierachy_formatting -> main
1 Year Ago
Fix components incorrectly marked as "unsupported" for enabling/disabling - renderers - particle systems - LODGroup
1 Year Ago
merge from analytics_dump_hierarchy_formatting -> main
1 Year Ago
merge from analytics_asset_warmup -> main
1 Year Ago
Add ability to see what is enabled vs disabled for `GameObject.Hierarchy.Components.txt` from `dump` command - Components show a checkmark if enabled vs disabled, they show a `~` if the component doesn't support enabling - GameObjects show a `+` if active & `-` if disabled
1 Year Ago
Add asset warmup & world spawn timings to `dump` command - output to csv so it can be opened in excel - don't output if there are zero data points - reset the world spawn timing every time a new map is loaded - Asset.Warmup.csv - World.Spawn.csv
1 Year Ago
Merge from fix_unity_hook -> main
1 Year Ago
Move LagSpikeProfiler.enabled into the record method
1 Year Ago
Show editor's email instead of the server name when in the editor (so it's easier to select a server in grafana)
1 Year Ago
Move uploader creation into it's own method EnssureUploadersCreated() Ensure invokes are reset when we start recording so we don't get the cumulative stats since startup Move Reset() methods outside of serialize methods
1 Year Ago
Improve readability of code - move try catch & "enabled" check into each Serialize() method - move some Serialize() methods into their profiler classes - set default enabled state in each profiler so the convars reflect what is turned on
1 Year Ago
Add convars to all of profiling analytics - profiling_server to enable / disable feature (instead of relying on if upload url is provided) - profiling_{feature} for each part we measure
1 Year Ago
Fix unity hook not working by moving it from GameSetup -> Bootstrap
1 Year Ago
Include "reserved" in serverinfo to see how many reserved slots are active Add `print_reserved_slots` to see how much time each reserved slot has left
1 Year Ago
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1 Year Ago
Commit marking more components as [MapGeneration]
1 Year Ago
Add progress of how many monuments are left when running S2P on every single monument