branchrust_reboot/experimentalcancel

775 Commits over 1,187 Days - 0.03cph!

2 Years Ago
merge from main RC
2 Years Ago
Merge from main
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Merge from main
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merge from main
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merge from main
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Merge Main -> Experimental
2 Years Ago
Merge from main
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Merge from main
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merge from main (Staging wipe)
2 Years Ago
merge from main
2 Years Ago
More server build bullshit
2 Years Ago
Merge from main
2 Years Ago
Merge Main -> Experimental. Misc minor fixes.
2 Years Ago
Merge from main
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Merge from main
2 Years Ago
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
2 Years Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
2 Years Ago
possible wire shader fix
2 Years Ago
merge from canvas_disabler_2 -> experimental
2 Years Ago
Merge from main
2 Years Ago
Another attempt at using the new server build target
2 Years Ago
Subtracting 78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
2 Years Ago
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
2 Years Ago
Subtracting StandaloneBuildSubtarget.Server
2 Years Ago
Cherry-pick neither-server-nor-client compile fixes, Main -> Experimental
2 Years Ago
Let's try setting script defines in BuildPlayerOptions
2 Years Ago
Subtracting 78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
2 Years Ago
Ah, yes: EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget ); EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
2 Years Ago
Possible fix for vehicle window shader bug
2 Years Ago
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)
2 Years Ago
Build server as StandaloneBuildSubtarget.Server
2 Years Ago
Refresh vehicle glass mat
2 Years Ago
Disabling graphics jobs on macOS as a test (crash investigation)
2 Years Ago
merge rust_metrics to experimental
2 Years Ago
Fixed CLIENT / SERVER switch (accidentally included in commit)
2 Years Ago
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)
2 Years Ago
2021.3.16f1
2 Years Ago
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
2 Years Ago
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
2 Years Ago
Enabling native Apple Silicon build
2 Years Ago
Added TransparentWithDetail shader to the always included shader list (attempt to fix black/magenta vehicle glass in builds).
2 Years Ago
Release upload files
2 Years Ago
Merge from main
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Merge from main
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Merge from main
2 Years Ago
Server build fix (File.Copy of libsqlite3 did not overwrite existing file, unsure why this was never an issue on 2019)
2 Years Ago
Merge from main -> experimental
2 Years Ago
Potential build fix
2 Years Ago
Using statement should be in #UNITY_EDITOR
2 Years Ago
.meta files