userJake_Richcancel

4,123 Commits over 1,219 Days - 0.14cph!

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
1 Year Ago
Merge from main -> fix_barricades_rocks_monuments
1 Year Ago
S2P everything again because somehow arctic research base got missed
1 Year Ago
Rearrange placement checks so "Can't Place On Road" always shows first
1 Year Ago
Fix SocketMod_RoadCheck not checking for custom tags
1 Year Ago
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
1 Year Ago
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
1 Year Ago
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
1 Year Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
1 Year Ago
Allow barricades to be buildable on roads
1 Year Ago
Add support to allow prefabs to be placed onto roads
1 Year Ago
S2P all monuments
1 Year Ago
Tag trail paths in monuments so barricades can be placed
1 Year Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
1 Year Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
1 Year Ago
Add ability to tag all colliders of a prefab - use a component to store the tags if the GameObject already has a tag - add editor tool to add tags to multiple prefabs Add "AllowBarricadePlacement" tag - used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement
1 Year Ago
Undo projectsettings.asset being commited
1 Year Ago
Fix editor compile error
1 Year Ago
Fix compilation error on server
1 Year Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
1 Year Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
1 Year Ago
Merge preprocess refactor -> monument_scenes
1 Year Ago
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform` - add options to turn each part of PreProcessing on and off - default to everything enabled - Scene2Scene will only run the stripping, not PreProcess() callbacks
1 Year Ago
Codegen
1 Year Ago
merge from main -> protobuf_skip_default_fields
1 Year Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
1 Year Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)
1 Year Ago
Add option to reserialize all audio importers since we moved from serializedVersion 6 -> 7
1 Year Ago
Some sound effects didn't save their settings
1 Year Ago
Add convar to toggle DetachMonumentChildren - enabled by default
1 Year Ago
Merge from main -> native_memory_stream
1 Year Ago
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Update import settings of audio
1 Year Ago
Fix preload setting not being preserved after unity 2022
1 Year Ago
Start over on a new branch since we need to keep the original preload settings - cherrypick 99453 (music clips = compressed in memory + preload off)
1 Year Ago
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
Update settings of all music clips
1 Year Ago
Change audio clip updater to handle music clips - vorbis, 80% quality (like other vorbis clips) - preload off
1 Year Ago
Fix compile error from "fix_shipping_container_batching"