branchrust_reboot/experimentalcancel
70 Commits over 942 Days - 0.00cph!
m_ShowUnitySplashLogo false and m_SplashScreenOverlayOpacity 0 (should not matter if m_ShowUnitySplashScreen is false, but just to be sure)
Enabling GPU skinning (test)
More server build bullshit
Removing fullscreen exclusive mode from settings as it provides worse performance than fullscreen window mode in Unity 2021.3
Changed all existing configs to use fullscreen window mode
Enable fullscreen exclusive mode when launched with "-window-mode exclusive" startup parameter
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
Another attempt at using the new server build target
Subtracting
78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
Replacing BuildTarget.StandaloneLinux64 with BuildTarget.LinuxHeadlessSimulation for server builds, which has no documentation anywhere (# of Google results: 6) and appears to potentially represent a third way of enabling headless mode on Linux
Subtracting StandaloneBuildSubtarget.Server
Let's try setting script defines in BuildPlayerOptions
Subtracting
78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
Ah, yes:
EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget );
EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
Repklacing BuildTargetGroup with NamedBuildTarget which as far as I'm concerned is the exact same thing, but BuildTargetGroup is missing some things that NamedBuildTarget contains (like the headless server)
Build server as StandaloneBuildSubtarget.Server
Disabling graphics jobs on macOS as a test (crash investigation)
Fixed CLIENT / SERVER switch (accidentally included in commit)
Disabling GPU skinning as for some reason it takes up to 20ms on the GPU
Enabling incremental GC on macOS as a test (other platforms already had it enabled)
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
Enabling native Apple Silicon build
Server build fix (File.Copy of libsqlite3 did not overwrite existing file, unsure why this was never an issue on 2019)
Stripping BurstDebugInformation folder after build
Some shit that wants to be auto changed and a couple of newly added Unity 2020 files