userlamalovecancel

3,659 Commits over 2,557 Days - 0.06cph!

25 Minutes Ago
Merge from nameplate_optim
27 Minutes Ago
Merge from trimmed_asset_warmup/scene_warmup
29 Minutes Ago
Get rid of per frame allocations when updating nameplates int/long convars now return memoized string values for smaller values
39 Minutes Ago
Merge from main
4 Hours Ago
Fix bee grenade and rocking chair collider meshes not having read/write enabled
4 Hours Ago
Merge from trimmed_asset_warmup/scene_warmup
4 Hours Ago
Try disabling all objects in the scenes we're going to unload before we unload them to try and avoid errors while asynchronously unloading
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Merge from main
Today
Fix FoliageGrid NRE on disconnect
Today
Probably fix crash when canceling connecting to a server on "loading world"
Yesterday
Remove the duplicated preprocess logic in FileSystem_Warmup, much less error prone this way Remove world asset warmup since they can just be warmed up on demand now Fixes bootstrap asset scene prefabs being instantiated for preprocessing when they shouldn't need to Also fixes prefab assets being preprocessed in the editor when not in client+server mode
Yesterday
Remove UI prefabs from server bundles
Yesterday
Merge from trimmed_asset_warmup/scene_warmup
Yesterday
Pull gamemode prefabs into the bootstrap bundle in server builds because convars touch it before asset warmup runs Improve handling errors loading the bootstrap asset scene
Yesterday
Run PrefabAttribute preprocess during bundling because RigidbodyInfo needs it Has to be run while bundling because rigidbody components are removed client side, but RigidbodyInfo preserves some of its fields for the client
2 Days Ago
Fix RidableHorse.PreProcess NRE on client due to missing rigidbody
2 Days Ago
Allow running TrainCar preprocess during bundling too because it depends on some objects deleted by RealmedRemove
2 Days Ago
Remove debug
3 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
3 Days Ago
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
3 Days Ago
Skip loading monument prefabs for non-procedural maps
3 Days Ago
Remove another redundant mesh collider on ice sculpture
3 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
3 Days Ago
Fix issues canceling loading into servers Fix scene lists duplicate entries in AssetSceneManifest at runtime Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
3 Days Ago
Fix more meshes missing R/W
3 Days Ago
Fix UIDialogs not working when using asset scenes
4 Days Ago
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
4 Days Ago
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
4 Days Ago
Remove optimized loading from the experimental options menu
4 Days Ago
Skip UI prefabs and skip scanning for additional references in the props prefabs
4 Days Ago
Pack extra prefabs used in custom maps/modded servers into separate asset scenes
4 Days Ago
Fix spawning world not correctly waiting for additional asset scenes to finish loading
4 Days Ago
Merge from main
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
4 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
4 Days Ago
Remove redundant scene unload code in LevelManager Remove LevelManager logs in non-development builds
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
4 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
5 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
5 Days Ago
Load monument prefabs if procgen needs to run on the client or server
5 Days Ago
Fix possible NRE in ExtractReferences when updating asset scenes
5 Days Ago
Mark Rowboat_LOD2 as read/write
5 Days Ago
Mark a bunch more meshes as read/write
5 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
5 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
5 Days Ago
Explicitly pull compute shaders into content.bundle
5 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
5 Days Ago
Fix running in editor with use bundles off