userJake_Richcancel

4,743 Commits over 1,372 Days - 0.14cph!

3 Months Ago
▍ █▄▅ █▅▉▄▇▊▇ ▆▍ ▇▋▉ ▉ █▇▆▇▄▆ ▋▍▇▊ ▆▋▋▊▊▍▇▄█▉▊▊ ▍▇▊▌ ▉▌▉▉▊ ▉▆ ▉▉▌▉▌▍▆▆ ▆▅ █▇▇▉▄▋ ▆▊▆▆▄ ▌▌ ▇▍▋▆▊▌█▋▍▊█ ▅▄▌▇█ ▅▆▆█ ▉▉▍ ▆▆▉▅ ▆▍▇▇ ▆▊ ▋█▊ ▅▊▉▇▌█ █▋▍▇▍▌ ▌▅▅▄▋ █▇ ▋▍█▍▅▊ ▅▌▉▆ ▆▉▆▇ ▊▇█▊▍▉▅ ▄▆ ▇▌▉ ▆▇▋▆▆█ ▅█▋▋ ▊▊▇▊▊▊▌█▋▌ ▋▉▅ ▌▊▇▌ ▍▅▊▋▅▅▊▇ ▋▄ ▇▄▋▇▌▉ ▍▋▋▆ ▆▍ █▅▋▊▍▋▋▅▍▊▌▉▆▆▄▍ █▉▋ ▆▌▉▉▇▍▉
3 Months Ago
▇ ▄▄▅█▄ ▆▋▌▊▉▇▇ ▆▉ ▍▍▋ ▋█ ▍▉▇ ▋▋▌▉ ▉▌▌▉▇▅▅▅ ▉▌▆ ▇▄▅▇▍▆ ▆▄▉██▄▊▋▅ ▊▉▌▊▆█▊▉▊▍ ▄▅▆▆▆▄▄▄ ▊▇▋▇▉▉▅▉▊ ▇▄▅▋▆▌▆ ▉▉ ▇▍▊▋▋ ███▍▅▄ ▌▆ ██ ▄▍▇▇▇ ▄▆█▊▌▇█▉▅ ▋▆▍▋▊▋▄▇▍▊▆▌▅▉▄█▌▄▊▊▋▆ █▌▅▉▄█ ▍▍█▄ ▌▇▅ ▌▅▄ ▊▊▇▊▄▋▅▉ ▌▊▇▆▄▆▋ ▍█ ▉▌▄▉▄▊▉█ ▍▅▅▍▌█ ▆▇▋█▄▆▅▆▋▊▊▊ ▇▅▊▍▅▆ ▍▍▊▍ ▄█ ▉▍▋▅▅ ▉▄▉▄▆▅▍ ▆▌▋▊ ▆▇▄▇▍█ ▇█▋▍▄▌▍▌▋▆▆ ▆▌▄█▍▄ ▆▊▄▉▄▄
3 Months Ago
▌ ▋▇▍ ▄▆▌ ▆▋▆▌▊▊▊▌ ▆█ ▅▋▄▌▆▆█▊
3 Months Ago
merge from fix_cui_update_texture -> main
3 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
3 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
3 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
3 Months Ago
merge from deep_sea -> deep_sea/island_scenes
3 Months Ago
merge from force_scene_deep_sea -> naval_update
3 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
3 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
3 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)
3 Months Ago
.asset files
3 Months Ago
Update manifest
3 Months Ago
.meta files after generating manifest
3 Months Ago
Prefabs after generating manifest
3 Months Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
3 Months Ago
Cherrypick CS 136987 (stop generating lighting)
3 Months Ago
Material & SceneTemplateSettings.json keep getting generated
3 Months Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
3 Months Ago
Fix async pool refill not tracking refilled count
3 Months Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
3 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
3 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
3 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
3 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
3 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
3 Months Ago
3 materials for the 3 extra materials created
3 Months Ago
Cherrypick CS 107107 - Wind shader fix
3 Months Ago
3 more meta files
3 Months Ago
16k .meta files
3 Months Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
3 Months Ago
More automatic upgrades
3 Months Ago
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
3 Months Ago
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
3 Months Ago
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated - simply set Automatic compression vs uncompressed for now, review later
3 Months Ago
Clarify namespaces for rendering in Rust code after namespaces changed
3 Months Ago
More auto applied upgrades
3 Months Ago
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
3 Months Ago
Fix render pipeline switch using statement -> Begin() & End() calls
3 Months Ago
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
3 Months Ago
Fix namespaces & methods being changed in the Rust.RenderPipeline package - changes in project directly instead of in git repo for now - stuff like UnityEngine.Experimental.Rendering.RenderGraphModule -> UnityEngine.Rendering.RenderGraphModule; - ComputeBuffer renamed to Buffer - obvious fixes first
3 Months Ago
Script auto compile / fixes
3 Months Ago
Cherrypick CS 107091 - TMP_script changes
3 Months Ago
Cherrypick CS 107090 - ProjectSettings\MultiplayerManager.asset
3 Months Ago
Cherypick CS107089 - CurrentVersion.cs
3 Months Ago
Update ProjectVersion.txt to 6000.0.58f2
3 Months Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
3 Months Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
3 Months Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)