userJake_Richcancel

6,107 Commits over 1,614 Days - 0.16cph!

11 Months Ago
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11 Months Ago
Fix compile error
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from fix_cui_update_texture -> main
11 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
11 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
11 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
11 Months Ago
merge from deep_sea -> deep_sea/island_scenes
11 Months Ago
merge from force_scene_deep_sea -> naval_update
11 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
11 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
11 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)
11 Months Ago
.asset files
11 Months Ago
Update manifest
11 Months Ago
.meta files after generating manifest
11 Months Ago
Prefabs after generating manifest
11 Months Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
11 Months Ago
Cherrypick CS 136987 (stop generating lighting)
11 Months Ago
Material & SceneTemplateSettings.json keep getting generated
11 Months Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
11 Months Ago
Fix async pool refill not tracking refilled count
11 Months Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
12 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
12 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
12 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
12 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
12 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
12 Months Ago
3 materials for the 3 extra materials created
12 Months Ago
Cherrypick CS 107107 - Wind shader fix
12 Months Ago
3 more meta files
12 Months Ago
16k .meta files
12 Months Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
12 Months Ago
More automatic upgrades
12 Months Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
12 Months Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
12 Months Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later