branchrust_reboot/main/monument_scenescancel

91 Commits over 61 Days - 0.06cph!

1 Year Ago
Fix scenes with slashes in them making a ton of sub folders
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
Dump now outputs statistics per scene - create new folder for each scene - outputs hierarchy per scene (still outputs old hierarchy files incase they were useful) - outputs Component & GameObject count per scene
1 Year Ago
Undo substract on main CS 98931
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Fix remapped scene prefabs being warmed up
1 Year Ago
Fix S2S not adding tags to monuments with their MonumentInfo not on root level
1 Year Ago
Update old rig scenes
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
Add oil rig monument scenes Add arctic research base scene & remapped prefab
1 Year Ago
Fix remapping of monuments to exclude monuments without scenes Add logging
1 Year Ago
Add scene prefabs to /remapped/ folder instead of /autospawn/ so they stop conflicting with terrain generation
1 Year Ago
Delete scene prefabs from autospawn directory
1 Year Ago
Default to monument_scenes enabled in editor because it messes with map gen
1 Year Ago
Actually include the "monuments only" mode when running in Scene2Scene mode
1 Year Ago
Refactor SceneToPrefab to use an options class instead of many parameters By default don't save each scene (since nothing changes about it) By default Scene2Prefab/Update All outputs normal prefabs - extra option to output monuments as scenes - extra option to only output scene prefabs
1 Year Ago
Disabled monument scene convar by default - better to opt-in than break aux2 Remap to a different directory (/remapped/ instead of /autospawn/) because map generation was picking up both versions of the prefab and causing issues Make sure output directory of prefab exists before outputting Ensure output path of asset has forward slashes
1 Year Ago
Fix compile errors when putting editor in SERVER mode - only allow SceneToPrefab to work when in CLIENT + SERVER mode (it only required CLIENT before)
1 Year Ago
Scene2Scene every monument
1 Year Ago
Store prefab's path inside ScenePrefab - used for PreProcess: not convinced it's critical but good to include Add ability to toggle the feature on and off (until it's stable) - convar `monument_scenes` turns it off (default enabled) - add '_scene' onto end of cut-down prefab - remap large monument prefab -> cut-down prefab when spawning & the convar is enabled
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Fix build compile errors Fix loading scene by path instead of by name in standalone builds Scene2Prefab will output prefabs disabled so monuments can be moved to correct position before OnEnable() is called - enable the prefab once the monument scene is loaded Package all monument scenes into `monument_scenes.bundle`
1 Year Ago
Keep components attached to AddToHeightMap and AddToWaterMap
1 Year Ago
Delete components in one sweep instead of as we are iterating through components - also allows us to mark components as required by other components
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Commit marking more components as [MapGeneration]
1 Year Ago
Add progress of how many monuments are left when running S2P on every single monument
1 Year Ago
Comments
1 Year Ago
Implement running PreProcess at runtime on each prefab in the scene
1 Year Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
1 Year Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
1 Year Ago
Mark more components as [MapGeneration]
1 Year Ago
Implement spawning in a scene when a monument's prefab is spawned in the world - async loads the scene - supports multiple scenes with same name loading at once - unloads the scene when the monument's prefab is destroyed - keep track of both server & client version of the prefab
1 Year Ago
Tag more components as [MapGeneration] Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
1 Year Ago
Automatically enable scene output mode if the scene represents a monument - only enable it when running Scene2Prefab/Update All
1 Year Ago
Add ScenePrefab before removing components from output prefab Fix compile errors
1 Year Ago
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
1 Year Ago
Mark TerrainAnchor and TerrainModified with [MapGeneration]
1 Year Ago
Cleanup for a bit more readability Start processing output prefab in scene mode - remove everything except for terrain generation components - add MapGeneration attribute to tag components we want to keep - add ScenePrefab spawner onto the output prefab once S2P is done
1 Year Ago
Add some context menu tools to calculate amount of components - "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy - "Stats/Hierarchy" prints amount of gameobjects at each depth
1 Year Ago
Add ability for SceneToPrefab to output to a scene instead of a prefab - output prefab identical to normal S2P - after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup - create a seperate scene for the client vs server version of the "prefab" - can view all 3 versions of the monument / prefab at once (editor, server, client) - applies label 'PrefabScene' in output scene - way faster than normal S2P