branchrust_reboot/experimentalcancel

775 Commits over 1,187 Days - 0.03cph!

1 Year Ago
merge from main RC
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
merge from main (Staging wipe)
1 Year Ago
merge from main
1 Year Ago
More server build bullshit
1 Year Ago
Merge from main
1 Year Ago
Merge Main -> Experimental. Misc minor fixes.
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
1 Year Ago
possible wire shader fix
1 Year Ago
merge from canvas_disabler_2 -> experimental
1 Year Ago
Merge from main
1 Year Ago
Another attempt at using the new server build target
1 Year Ago
Subtracting 78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
1 Year 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
1 Year Ago
Subtracting StandaloneBuildSubtarget.Server
1 Year Ago
Cherry-pick neither-server-nor-client compile fixes, Main -> Experimental
1 Year Ago
Let's try setting script defines in BuildPlayerOptions
1 Year Ago
Subtracting 78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
1 Year Ago
Ah, yes: EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget ); EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
1 Year Ago
Possible fix for vehicle window shader bug
1 Year 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)
1 Year Ago
Build server as StandaloneBuildSubtarget.Server
1 Year Ago
Refresh vehicle glass mat
1 Year Ago
Disabling graphics jobs on macOS as a test (crash investigation)
1 Year Ago
merge rust_metrics to experimental
1 Year Ago
Fixed CLIENT / SERVER switch (accidentally included in commit)
1 Year 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)
1 Year Ago
2021.3.16f1
1 Year Ago
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
1 Year 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)
1 Year Ago
Enabling native Apple Silicon build
1 Year Ago
Added TransparentWithDetail shader to the always included shader list (attempt to fix black/magenta vehicle glass in builds).
1 Year Ago
Release upload files
1 Year Ago
Merge from main
1 Year Ago
Merge from main
2 Years Ago
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