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feat: merge develop #686
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#613) * joining with IP connection window * simplified cancellation callbacks * fetching references to IPUIMediator from DI * connection attempts -> 10, displaying max time instead of attempts * ip connection window api simplification * adding popups to connect status message pattern * generic start host/client messages * countdown simplification
* Adding way to track loading progress of other players * Removing responsibility of tracking local loading progress from ClientLoadingScreen Co-authored-by: Fernando Cortez <[email protected]> Co-authored-by: Sam Bellomo <[email protected]>
* Implementing auto-reconnect feature to reconnect to a game if losing connection unexpectedly * Adding popup that needs to be manually closed for reconnect attempts * Unload all additive scenes when client begins synchronizing
* initial engine bump * fix * adding missing network object on main menu state prefab * reserialize scenes * missing changes * auto generated changes * initial pass at hooks * Adding project id detection * something didn't work, reverting file * adding git lfs support * cleanup * MTT-3022 removing QoS until we have a version that works and compiles for iOS * bumping to latest LTS * Anything under ProjectSettings should be versioned. * Now tracking new settings * dunno why this was updated automatically, this isn't findable... reverting that change * setting package-lock as non LFS * revert adding VP and RNSM to package-lock * removing file that should be in user settings according to this bug https://youtrack.jetbrains.com/issue/RIDER-76195 bumping Rider package to this new version in the ticket * tmp commit for merge * generated files as well * update with right package lock * material update * tmp-do-not-push * auto version bump in package-lock
* wip refactor of the code folder and assembly structure * further moves and assembly changes * Adjustments to asmdefs
* quick formatting pass over codebase * manually adding 'non-indented brace after case' rule * formatted 2 files with braces in cases
…settings (#642) * adding default namespace to editor settings * new serialization with materials * missing mat changes
* formatting yamato job and dotnet format project * trigger job added to pack and test projects * reordered project versions so 2020.3 is tested first * removing legacy blocker on ubuntu * mobile build & run tests added & triggered by PRs * adding reference to project metafile * dependency file name fix * reordering name * android commands syntax fixed * job name definition descriptor * name for build file * adding matching build jobs for running jobs * reference to project metafile * using project path as name * updated build params * burst compilation removed on android, ios utr url param * disable burst .py file * shifting order of operations * test: using ngo params * python script enabling/disabling burst fixed, cleanup * specifying test filter * adding testfilter to builds and runs * android image change * utr command param update for playerconnection * utr version? * project name addition * adding editor path * testing building with utr 0.12.0 as well * formatting test * joined mobile build and run to single yml file * format * test editors 2021 & trunk * just 2021 * adding testfilter for only bossroom tests * removing testfilter on packing * fix to hanging tests * code source added * formatting files from RNSM PR
…angelogs (#649) * Removing changelog from package and updating it with real changes for that particular package Adding real changelog for the whole project at the root of the project Updating the PR template with reminders to update tests and changelogs * adding current changelog
* Added a simple popup window to select a profile * Created profiles are saved and can be loaded in ulterior runs Co-authored-by: Sam Bellomo <[email protected]>
* removed references to unet in code, prefabs and architecture.md * removing TransportPicker
* clearing out loading progress bars when other clients disconnect * Adding internal class to remove the need to remove and re-add callbacks each time * Adding basic player names to ClientLoadingScreen to simplify inheritance
* First go at re-organizing / cleaning house of all of our VFX materials and shaders, as well as cleaning up some references and making changes to prefabs to support these changes * Another pass on the shader consolidation, more renames, as well as optimization of the bounds for the torch fire effect. also some reserialization of character toon materials * Reserialization of these mats * Renamed this to match my shadergraph naming convention * Recommiting M_Lava to hopefully fix yamato test issue * Fixed up a bunch of broken references--I think I should've saved the project before committing to make sure I had all the meta files and references the refactor needed. Also cleared some node behaviour change notices that were popping up in the console
* updated the Architecture.md file to reflect the removal of TransportPicker * updated changelog
* renaming start buttons * removing initial ugs popup * Adding tooltip for UGS setup * Made TooltipDelay into a serialized field instead of a constant * set tooltip delay for UGS setup info to 0 and increased text size * Extracted main menu UI canvas into prefab Co-authored-by: Sam Bellomo <[email protected]>
* Updated Readme to explicitly mention that boss room can function without UGS
* making sure the right progress bars are deactivated and activated when starting a new loading screen
…enes (#653) adding this to the boss room main scene
bumping relay version so we now have auto region selection (with the QoS package). This allows selecting the right relay region instead of the default us-central and should reduce latency for non-central folks. (#657)
* Having LobbyJoiningUI subscribe to the UpdateRunner only when it is shown
* Adding text warning to UI when UTP RTT is over a threshold * Added coloring of stats text (becomes yellow after 130ms UTP RTT and red after 200ms) * Using TMP for NetworkLatencyWarning and increasing font size * extracted duplicated methods to NetworkOverlay * increased width of Vetical Layout Group in Debug Overlay Canvas Co-authored-by: Sam Bellomo <[email protected]>
* Fixed up some shader reference errors in these materials * Empty commit to trigger yamato tests
…668) * Moved files, created new asmdefs, decoupled systems via messaging * switched all asmdefs to use GUIDs for better durability when refactoring * simplified very long asmdef names * code standards pass * code standards # * uniform Unity.BossRoom._ naming for asmdefs * folder rearrangement and rename * Update Assets/BossRoom/Scripts/ApplicationLifecycle/ApplicationController.cs Co-authored-by: Sam Bellomo <[email protected]>
* Moved files, created new asmdefs, decoupled systems via messaging * switched all asmdefs to use GUIDs for better durability when refactoring * simplified very long asmdef names * code standards pass * code standards # * uniform Unity.BossRoom._ naming for asmdefs * folder rearrangement and rename * Update Assets/BossRoom/Scripts/ApplicationLifecycle/ApplicationController.cs * bossroom folder removed Co-authored-by: Sam Bellomo <[email protected]>
…-2623] (#674) * Infrastructure and Gameplay folder and assembly refactor * added reference to utils asmdef from applicationcontroller.asmdef
* Updated the images in the readme since they were pre URP port :) * commit to skip tests, only a docs change
* Adding information about changing profile for IP-based connections too * clarified how to create a new profile if no profiles exist Co-authored-by: Sam Bellomo <[email protected]>
* bumping to pre.10 Fixing connection approval with new API updating comments to better reflect current state * adding changelog * Fix for new API breaking change * Removing useless ForceNetworkSerializeByMemcpy for FixedString32Bytes Update changelog * updating utilities package version as well * changing syntax in Utilities package to be supported by C#8.0 * removing old UTP adapter reference from assembly definition * Adding tools as a dependency in Utilities package * reverting bump to 2021 in utilities package supported unity version * Creating new asmdef for scripts using RNSM requiring Unity 2021 * adding eof character * updated changelog * updating changelogs for release Co-authored-by: LPLafontaineB <[email protected]>
pdeschain
approved these changes
Jun 23, 2022
LPLafontaineB
approved these changes
Jun 23, 2022
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