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3,234 Commits over 2,284 Days - 0.06cph!

49 Days Ago
Pack extra prefabs used in custom maps/modded servers into separate asset scenes
49 Days Ago
Fix spawning world not correctly waiting for additional asset scenes to finish loading
49 Days Ago
Merge from main
49 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
49 Days Ago
Change log for prefabs not found in any asset scenes from error to info Only log this in development builds - occurs in AnimationEvents for things like the wire tool
49 Days Ago
Remove redundant scene unload code in LevelManager Remove LevelManager logs in non-development builds
49 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
49 Days Ago
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too This avoids an extra copy of the prefab and doing extra work at runtime
50 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
50 Days Ago
Load monument prefabs if procgen needs to run on the client or server
50 Days Ago
Mark Rowboat_LOD2 as read/write
50 Days Ago
Fix possible NRE in ExtractReferences when updating asset scenes
50 Days Ago
Mark a bunch more meshes as read/write
50 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
50 Days Ago
Remove Skybox/Procedural instead, we don't use it Remove it from the supported shaders for ReflectionProbeEx because no replacement exists for it Remove the default Unity skybox material from asset scenes so we don't see Skybox/Procedural being used
50 Days Ago
Explicitly pull compute shaders into content.bundle
50 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
50 Days Ago
Fix running in editor with use bundles off
50 Days Ago
Hopefully fix mac path issue Move logging to editor/development builds only
50 Days Ago
Always include SKybox/Procedural shader for ReflectionProbeEx
50 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
50 Days Ago
Merge from main
50 Days Ago
Fix TrainCollider and train_wagon_walls_COL not being readable
50 Days Ago
Missed a loading indicator
50 Days Ago
Merge from main
50 Days Ago
Allow setting labels to explicitly mark single meshes as read/write enabled
50 Days Ago
Clean up new loading status indicators
51 Days Ago
Fix NRE in LifeInfographicStat.GetText when it is enabled before UIDeathScreen is set up
52 Days Ago
Disable read/write on a bunch of larger models that shoudln't need it
52 Days Ago
Fix issues when forceUnloadBundles is true Remove skipAssetWarmup_crashes convar
53 Days Ago
Fix skin viewer not working (need to use GameManager to instantiate)
53 Days Ago
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
53 Days Ago
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
53 Days Ago
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
53 Days Ago
Reduce the number of log mesages kept in memory from 64K to 1K Switch to using a queue instead of always removing the first element from a list
53 Days Ago
Delete BuildPrefabs (unused)
53 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
53 Days Ago
Merge from main
53 Days Ago
Disable using cached prefab list to build asset bundles
53 Days Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
53 Days Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)
53 Days Ago
Mark divesite shipping container collision mesh as readable
53 Days Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
55 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
55 Days Ago
Merge from main
55 Days Ago
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
55 Days Ago
NRE fixes when camera or sky are destroyed on scene unload
55 Days Ago
55 Days Ago
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it Apply LastLODCollider to a few models
55 Days Ago
Fix some issues running the editor using bundles instead of repo assets