userlamalovecancel

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

5 Days Ago
Hopefully fix mac path issue Move logging to editor/development builds only
5 Days Ago
Always include SKybox/Procedural shader for ReflectionProbeEx
5 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
5 Days Ago
Merge from main
5 Days Ago
Fix TrainCollider and train_wagon_walls_COL not being readable
5 Days Ago
Missed a loading indicator
5 Days Ago
Merge from main
5 Days Ago
Allow setting labels to explicitly mark single meshes as read/write enabled
5 Days Ago
Clean up new loading status indicators
6 Days Ago
Fix NRE in LifeInfographicStat.GetText when it is enabled before UIDeathScreen is set up
7 Days Ago
Disable read/write on a bunch of larger models that shoudln't need it
7 Days Ago
Fix issues when forceUnloadBundles is true Remove skipAssetWarmup_crashes convar
8 Days Ago
Fix skin viewer not working (need to use GameManager to instantiate)
8 Days Ago
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
8 Days Ago
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
8 Days Ago
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
8 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
8 Days Ago
Delete BuildPrefabs (unused)
8 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
8 Days Ago
Merge from main
8 Days Ago
Disable using cached prefab list to build asset bundles
8 Days Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
8 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)
8 Days Ago
Mark divesite shipping container collision mesh as readable
8 Days Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
10 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
10 Days Ago
Merge from main
10 Days Ago
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
10 Days Ago
NRE fixes when camera or sky are destroyed on scene unload
10 Days Ago
10 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
10 Days Ago
Fix some issues running the editor using bundles instead of repo assets
11 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
11 Days Ago
Mark a bunch of collision meshes as R/W
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Fix Signage.PreProcess NRE on server when client components were stripped at build time
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Fix client+server compile
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Fix MLRS being dependent on the rocket prefab server components on the client Fix possible AuroraEffect.UpdatePosition NRE
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Fix asset scenes never finishing loading when running as server
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Remove debug file
13 Days Ago
Fix RestoreSceneManagerSetup being called with no scenes in batch builds
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
13 Days Ago
Server compile fixes
13 Days Ago
Merge from trimmed_asset_warmup/scene_warmup