branchrust_reboot/main/d11_console_version/unity2019.3/HDRP7.1.2cancel
55 Commits over 31 Days - 0.07cph!
Clean up local cache of skeleton hierarchy after applying skins - cherry picked from FP's skeleton_optimizations branch
Updated asset fiddler to ignore editor and package folders
Build timing
Ensure incremental il2cpp is enabled
Incremental GC + stepped forced collection at 380mb+
Added singlethreadmapdecode console var
oops, got the return values wrong
Added some extra debug checks to flif decoder
Multi-mesh renderer LOD conversion - MeshRenderer.mesh changes
[D11] workaround for foliage wind issues, removes most of the problem visually though isn't an actual fix yet.
Turn off printfs in libflif on xbone
Remove incorrectly merged population assets
Merge fix for PlantEntity.Server.AI
Fix for NaNs in sky on xb1 and fix shader warnings
Workaround for XB1 GPU crash (disable an optimisation in the decal stuff)
[D11] updated foliage billboard shader
[D11] workaround for transparent rocks - disable an optimization in the HDRP package whilst the investigation continues on the support ticket.
[D11] upgrade the foliage shaders again. Need to do this for the billboards as well, but this was just an attempt to fix the wind animation, but it doesn't fix it. Deleted some of the legacy cginc files but some of the others are still being included so will delete them as other stuff is updated.
revert a couple of prefabs which pulled in references to non-existent ambient sound lists, which seem to have been deleted from the main branch now anyway.
remove changed items list from buildinfo.json
[D11] selective cherry-picking from
39409,
39413,
40196 which had some key fixes for particle materials and shaders, plus some additional ad-hoc material updates from main branch latest, to fix some effects.
Fix HDG remote for 2019.3
Use source code version of HdgRemoteDebug
[D11] fix for both cameras being enabled.
[D11] temporarily switch wire shader to avoid NaNs in framebuffer, still needs a proper HDRP friendly wire shader doing.
Ensure serializable fields are present in both client and server configurations so they don't get lost when importing prefabs with the wrong defines
take out frontend sound precache because it's crashing and it shouldn't really be necessary with the sound template prefabs in the startup bundle
Put ui-sound.prefab in the startup bundle to avoid a loading stall
[D11] tweak Sun.cs fade constants a bit so it's not dull for so much of the dusk and dawn. Expose SunMaxLux since the Light's intensity can't be changed directly now as it's modulated in script.
[D11] Turn off (see notes) sun at night to prevent underside lighting problems. Fade out and turn off shadows towards horizons to prevent long shadow performance problems. A possible problem is that it gets a bit dull towards dusk; there are some tweakable parameters in the Sun component to control the fade start point and durations for both lux and shadow intensity.
delete junk plastic private.0 files
improved teamcity logging
Remove unused sound definition
Stop ASE from loading every imported asset to check if it might possibly be a shader template
Added a more descriptive error message for failed GUIDToObject lookups
Fix for scene to prefab creating nested prefabs which was preventing instancing working on some objects
Fix for blurry player preview
Increase jenkins timeout and switch back to asset database v1 so the cache works again