branchrust_reboot/experimentalcancel
775 Commits over 1,187 Days - 0.03cph!
Merge Main -> Experimental
merge from main (Staging wipe)
More server build bullshit
Merge Main -> Experimental. Misc minor fixes.
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
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Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
merge from canvas_disabler_2 -> experimental
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
Cherry-pick neither-server-nor-client compile fixes, Main -> Experimental
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;
Possible fix for vehicle window shader bug
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
Refresh vehicle glass mat
Disabling graphics jobs on macOS as a test (crash investigation)
merge rust_metrics to experimental
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
Added TransparentWithDetail shader to the always included shader list (attempt to fix black/magenta vehicle glass in builds).
Server build fix (File.Copy of libsqlite3 did not overwrite existing file, unsure why this was never an issue on 2019)
Merge from main -> experimental
Using statement should be in #UNITY_EDITOR