branchrust_reboot/main/scene_warmupcancel

19 Commits over 30 Days - 0.03cph!

6 Months Ago
Add timer for how long each warmup scene takes to build
6 Months Ago
Add output scenes path to scene collection prefab
6 Months Ago
Switch scene warmup to use the path of scenes instead of SceneAsset so we don't need empty scenes commited in plastic
6 Months Ago
Add output scene path to `ignore.conf` so plastic doesn't commit 1GB every time warmup scenes are rebuilt
6 Months Ago
Delete warmup scenes
6 Months Ago
Update ignore.conf with demos & favorites.cfg
6 Months Ago
Move scenes to an "Output" subfolder
6 Months Ago
Commit empty versions of warmup scenes
6 Months Ago
Add "build warmup scenes" to the asset build pipeline (adds 5% to build time)
6 Months Ago
Recreate warmup scenes
6 Months Ago
Added warmup collection scene "WarmupScenes"
6 Months Ago
Remove `EntityToScene` component from the warmup scene, instead keep the `EntityToScene` components in a new config scene and output to separate warmup scenes Add tool to bulk update all warmup scenes with latest version of each prefab - recreate the output scene instead of loading it when running to cut export times in half
6 Months Ago
Slight refactor & comments added
6 Months Ago
Merge from main -> scene_warmup
6 Months Ago
Undo projectsettings.asset being commited
6 Months Ago
Fix editor compile error
6 Months Ago
Fix compilation error on server
6 Months Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
6 Months Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading