userJake_Richcancel

5,311 Commits over 1,492 Days - 0.15cph!

2 Years Ago
Default to monument_scenes enabled in editor because it messes with map gen
2 Years Ago
Actually include the "monuments only" mode when running in Scene2Scene mode
2 Years 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
2 Years 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
2 Years 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)
2 Years Ago
Scene2Scene every monument
2 Years 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
2 Years Ago
merge from main -> monument_scenes
2 Years 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`
2 Years Ago
Keep components attached to AddToHeightMap and AddToWaterMap
2 Years 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
2 Years Ago
merge from main -> monument_scenes
2 Years Ago
merge from analytics_dump_hierachy_formatting -> main
2 Years Ago
Fix components incorrectly marked as "unsupported" for enabling/disabling - renderers - particle systems - LODGroup
2 Years Ago
merge from analytics_dump_hierarchy_formatting -> main
2 Years Ago
merge from analytics_asset_warmup -> main
2 Years 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
2 Years 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
2 Years Ago
Merge from fix_unity_hook -> main
2 Years Ago
Move LagSpikeProfiler.enabled into the record method
2 Years Ago
Show editor's email instead of the server name when in the editor (so it's easier to select a server in grafana)
2 Years 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
2 Years 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
2 Years 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
2 Years Ago
Fix unity hook not working by moving it from GameSetup -> Bootstrap
2 Years 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
2 Years Ago
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2 Years Ago
Commit marking more components as [MapGeneration]
2 Years Ago
Add progress of how many monuments are left when running S2P on every single monument
2 Years Ago
Comments
2 Years Ago
Implement running PreProcess at runtime on each prefab in the scene
2 Years Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
2 Years Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
2 Years Ago
Mark more components as [MapGeneration]
2 Years Ago
Implement spawning in a scene when a monument's prefab is spawned in the world - async loads the scene - supports multiple scenes with same name loading at once - unloads the scene when the monument's prefab is destroyed - keep track of both server & client version of the prefab
2 Years Ago
Tag more components as [MapGeneration] Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
2 Years Ago
Automatically enable scene output mode if the scene represents a monument - only enable it when running Scene2Prefab/Update All
2 Years Ago
Add ScenePrefab before removing components from output prefab Fix compile errors
2 Years Ago
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
2 Years Ago
Mark TerrainAnchor and TerrainModified with [MapGeneration]
2 Years Ago
Cleanup for a bit more readability Start processing output prefab in scene mode - remove everything except for terrain generation components - add MapGeneration attribute to tag components we want to keep - add ScenePrefab spawner onto the output prefab once S2P is done
2 Years Ago
Add some context menu tools to calculate amount of components - "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy - "Stats/Hierarchy" prints amount of gameobjects at each depth
2 Years Ago
Add ability for SceneToPrefab to output to a scene instead of a prefab - output prefab identical to normal S2P - after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup - create a seperate scene for the client vs server version of the "prefab" - can view all 3 versions of the monument / prefab at once (editor, server, client) - applies label 'PrefabScene' in output scene - way faster than normal S2P
2 Years Ago
Fix the pie menu not starting off at a diagonal after changes to hammer pie menu
2 Years Ago
Manually mark seeds & ladders as "don't show monument building blocked"
2 Years Ago
Keep showing monument building blocked outline for prefabs that can bypass building privledge (floors, ladders) - instead manually mark every prefab that shouldn't show an outline
2 Years Ago
Fix teammate building guide staying visible after the teammate has disconnected
2 Years Ago
Try catch serialization so 1 error doesn't stop the entire thing from working
2 Years Ago
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client) - move hooks from UpdaetHandler -> UnityHookHandler - ensure hooks get created in bootstrap
2 Years Ago
Fix reserved slots not being added to list when created