com.unity.multiplayer.sampl.../.yamato/dynamicaddressablesnetworkp...

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Added Dedicated Game Server Sample (experimental) (#160) * feat: dgs core [MTT-6058] (#1) * Creating base project based on NGO template * feat: adding dedicated server package to DGS sample [MTT-6834] (#2) * Adding dedicated server package * enabling content selection and stripping rendering, UI, and Audio components on servers * using multiplayer role instead of configuration to define if server or client * Adding scene bootstrapper from Boss Room * Adding multiplayerRoleRestricted attribute to relevant scripts * updating to MPPM 0.5.0 * refactored game application and gamestate to isolate client and server code * Adding min number of players to config and using max from config * Shutting down the server after game ends or all clients disconnect * setting vsync count to 0 on servers * setting multiplayer role when building via BuildProcessor.cs * updating project editor version to 2023.3.0a7 * Updating CLIArgParser to use CLI Arguments from DedicatedServer * removing port and server ip from config file * Adding default config to additional build files * enabling dedicated server build optimizations in player settings * feature: adding DGS sample to CI [MTT-7459] (#3) * split the pr trigger and build jobs in separate files * moving test-editors as fields under each project, and adding the dgs sample to projects * adding tests to CI * renaming project to remove spaces in name * Adding support to build Linux/Mac/Windows clients and servers through menus * feat: player character and base level design [MTT-6059][MTT-7372][MTT-6063] (#5) * adding com.unity.multiplayer.samples.coop package * Adding third person starter assets * adding back animation module and updating assembly dependencies * adding starter assets asmdef * creating player character * creating environment * cleaning up UI and adding quit button * adding menu toggle action * cleaning up disconnect flow * setting builds to windowed mode * Adding game menu * displaying number of connected players * feat: DGS Sample AI characters [MTT-6062] (#6) * creating basic AI character patrolling between points * using NetcodeHooks class for spawn and despawn hooks * extracting character geometry and skeleton to prefabs * replacing network variable with rpc * updating mac image to more recent one * feature: add readme to DGS sample (#7) * creating readme file * adding UGS setup instructions * syntax fixes and adding links to package docs * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * add details for how to use MPPM * clarifying local multiplayer flow * removing doc link to page that doesnt exist yet * clarifying how to use autoconnect mode * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * adding link to doc for port forwarding * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> * [Documentation] Removed useless section * [Documentation] Applied feedback from PR * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: updated readme with suggestions * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: Fixed typos --------- Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * Project version upgrade + mini fix [MTT-7789] (#10) * chore: updated project version to alpha 17 * chore: Updated multiplayer packages * chore: reserealized proejct settings * fix: stripped AICharacter animator component from server instances * chore: disabled default network prefabs generation [skip ci] * feat: removed Bootstrapper tool [MTT-7632] (#11) * feat: removed Bootstrapper tool and used serialized fields instead [MTT-7632] * fix: fixed faulty initialization due to race conditions * chore: added comments and error logs * Doors integration [MTT-6061] (#12) * importing door scripts, models and animations from boss room * adding doors to environment * changing match duration to 5 minutes * feat: Added logic that allows doors to be opened if at least one player is nearby, and to display the related UI on clients chore: removed FloorSwitch assets * feat: players can now be detected by doors when they collide * feat: added "OpenDoor" input detection * feat: doors open when a player asks them to do so --------- Co-authored-by: LPLafontaineB <louisphilippe.lb@unity3d.com> * chore: updated multiplayer packages to solve UGS integration issues * DGS door UI (#13) * feat: Added predicted and reconciled UI for InteractiveDoor * fix: fixed scaling of door interaction UI * chore: updated CI windows image --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * DGS readme corrections [MTT-7869] (#14) * chore: updated README * chore: Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Feature: Dedicated Game Server Sample Art Pass [MTT-7403] (#8) * URP settings updates: deleted 2D version and replaced with 3D version * added colors and landmarks to the enviro, reorganized enviro prefab * updated UI with stylesheet from other samples * Added character color shader * updated player colors * Color updates and the addition of player icons * Reorg of environment prefab, reimplementation of character numbers * deletion of unneeded assets * removed debugging method * adjusted URP asset to minimize shadow artifacts * environment tweaks * slightly update door UI * moved a pillar to be in desired position * chore: Updated NGO to 1.8.0 to match the version ran in the CI * deleted unused script * made unnecessarily public class internal, also cleaned out some redundant code --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * [DGS] Unneded systems strip [MTT-8054] (#15) * chore: added missing newline to readme * chore: optimization. stripped out all default rendering, UI and audio components * Fixed incorrect CI settings (#16) * chore: fixed CI tests not running properly * chore: (CI) updated Windows image and added specific editor version * chore: (CI) updated mac image * chore: updated dedicated server and multiplayer play mode packages to 1.0.0 (#18) * chore: updated documentation links * chore: removed unneeded folders * chore: added instructions related to how to change the amount of players in a section [skip ci] --------- Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Jil Franco <jillian.franco@unity3d.com>
2024-03-22 15:05:57 +03:00
{% metadata_file .yamato/project.metafile %}
---
# Run all relevant tasks when a pull request targets the develop / main or a sample branch
pull_request_trigger:
release: v1.7.0 [MTT-9035] (#213) * Dgs/unity 6 update (#181) * chore: updated Dedicated Game Server Sample to Unity 6, and Multiplayer Play Mode and dedicated server packages to 1.1.0 * chore: update Unity version in the CI for Dedicated Game Server * chore: attempted to change editor version to see if DGS sample can build * feat: updated logic in BuildProcessor so it doesn't use deprecated (and now unneeded) APIs * chore: temporarily disabled running tests of other samples (will be re-enabled after DGS troubleshooting) * chore: disabled core part of BuildEverything automation to see if Yamato still fails * chore: bisecting CI failure * chore: bisecting CI failure * chore: bisecting CI failure * chore: attempted to change build path to see if CI fails * Revert "chore: attempted to change build path to see if CI fails" This reverts commit 72f91399c87b8670a6e332708941b23281636aea. * chore: disabled burst compilation * chore: re-enabled build code * chore: disabled burst compiler programmatically before and after builds * chore: disabled building clients * chore: updated burst to latest version * chore: re-enabled client builds * chore: restored tests of other samples * feat: added UIToolkit support ot input system configuration chore: removed unneeded input asset, set project-wide input actions file --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * chore: (Dedicated game server) updated version badge in README * Deprecation of "Invaders" sample (#186) * chore: removed Invaders from CI, as it is now a deprecated sample * chore: Moved "Invaders" sample to "Deprecated" folder * chore: Added README for deprecated samples * chore: Removed "Contributing" section from Deprecated samples README.md * Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184) * Added: integration of UIToolkit for NetworkManagerUI * moving UI Toolkit related files into UI toolkit folder, also NetworkManagerUI.cs adjustments to integrate UI toolkit * fix: added validation of IP and port address * fix: color changes through button interactions work now * fix: added Styleclasses instead of color fields to implement color changes of buttons * fix: scaling of UI changes depending on screen size * mtt-8638-Separate-PR-Triggers-per-project (#195) * copy all changes to new branch * changing name of shared triggers * feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203) NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade * feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182) DedicatedGameServer updated to NGO v1.8.1 API * feat: Distributed Authority Sample player locomotion [MTT-8898] (#200) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection * importing asteroids base classes & locomotion controller wip * reworked drag, inheriting from baseobject movement * cleanup, avatar set with AvatarTransform * distinguishing spawmed players with name in hierarchy * moving AvatarTransformEditor to own Editor subdirectory class, cleanup * formatting changes --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci] * feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * adding explicitly inputsystem to player assembly * Usecases design feedback for out-of-experimental release (MTT-7498) (#209) * chore: updated link in tutorials so it points at more recent RPCs * chor: made font bigger in NetvarVsRPC scene, and rmeoved unneeded prefabs property overrides * chore: added reminder text in completion dialogues to redirect to tutorials * [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206) * consolidating settings folders * feat: completed first draft of blockout * LODs, 3 VFX, Lighting and post-processing * Updated LODs to be single contained FBXs, removed VFX from scene, rebaked lighting * Fix shader warnings * Fixed statue mesh warnings, removed statue LODs, fixed Toon_Shaking shader warnings * delete unneeded assets * Overriding prefabs in order to be able to remove ProBuilder, remove ClickToPlace script * Changed: moved extracted ProMeshBuilder meshes into different folders and deleted extra folder, imported adjusted toonshaders, deleted smoke shadergraph and adjusted effected materials to use fire shadergraph and changed settings --------- Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> * feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * avatar-side pickup/toss of pickupable object * adding a pickupable object, EnvironmentTransform, to scene with a spawner * adding explicitly inputsystem to player assembly * [MTT-8908] Feat: Adding PigChef character and necessary animations (#205) * import PigChef plus dependencies, deleted scripts, WIP cleanup PigChef prefab * removed unnecessary assets, adjusted AnimatorController for PigChef, added basic ThirdPersonController and Rigidbody * feat: adjusted Animator settings (adding parameters and states), creating arm rigs setup and carryable object template * added: pickup animation * adding source animation files pickup and throw animation source Maya files * Updated pickup animation Includes the new bone PickupLocation as child of the Hips bone with animation for being picked up * animation update keyframes updated * Added: set up pickup functionality with fixedjoint, added PickUpItem tag and pickup locations on PigChef and CarryableObjectTemplate also added move VS running * added ThirdPersonRBController script * Updates to prop carrying Animation adjustments for carrying. Prefab adjustments for prop alignment * removed: cloudproject link * added throw animation Includes Maya source files and FBX for Unity * walk and run animation updates Added keyframes for PickupLocation * animation update Idle animation has a better pose for carrying the object * feat: Added carry, drop and throw functionality, adjusted idle animation and added Rig animation functionality for Carrying * adjusting rotations and positions of pottery hand locations * animation updates idle pose updates * fixed animator bug with throw not playing and polished walk and run animations clips and animator controller updated * adjusted colliders from items, angle of pickup and pickup collider * animation updates for carrying and throwing, AnimatorController state machine changes Added anticipation to the throw. Now an Animation Event needs to be added so it throws at the correct time. Also fixed facial animation keyframes. Duplicate "_Rig" versions of the carry and throw clips are made in order to keyframe the IK rig. * pottery prefab update removed vertical offset * created AnimationEvent for ThrowAction * chest prefab updates fine tuned hand attachment points * added PickupLocation to PigChef prefab, adjusted throw logic to enable split throw animation * Animation clip updates and Animator Controller updates for throwing on upper body only Adjusted idle clip pose to remove pop when transitioning to walk/run. Split throw animation into two parts and removed lower body channels from the clips. Updated Animator Controller to play throw anticipation immediately when the button is pressed and throw release clip is played when the button is released. * face animation fixes keyframed eyes and mouth closed in all clips * animation polish adjusted idle pose to more closely match the walk pose * deleting unnecessary transition in controller, slight controller script adjustments * fixing throw force proportional to heldTime * animation polish Removed pop in blending when dropping a carried object. * fix: cleaned up script and added dead zone to remove unwanted auto rotation * removed unneeded extra idle layer * fixed transition conditions Transition from jump landing to walk and idle now have the conditions based on the Move parameter * added groundLayer * removed debugs and adjusted dead zone value * animator controller updates Removed has exit time from jump landing conditions * fixed the problem where jump detached the hands from the carry object All animation states need "write defaults" true. Jump was false, and that was the cause of the problem. * deleting unused assets and changing asset location of CarryableObject script * set Input in Player settings to both input systems so that temp controller used in CharacterTest scene we have in this branch works * reset PlayModeOptions and TimeManager to default, removed .vsconfig * Removed: unneeded cane and chick related assets Changed: Renaming of animation files for consistency and cleanup of animation folder * Added: created Testing scene folder and moved CharacterTest over * Test: creation a new controller to fix errors * Changed: delete old controller, fixed + changed name of new animation controller getting rid of broken text PPtr files * moved ThirdPersonRBController into temp folder and removed audio files * reset time and project settings * Fixed: inconsistent naming * fixed object name (have to take name from original asset which cannot be changed) --------- Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com> * chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts * chore: updated changelogs with 1.7.0 release notes chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com> Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 21:44:51 +03:00
name: DynamicAddressablesNetworkPrefabs Pull Request Trigger (main, develop, & sample branches)
Added Dedicated Game Server Sample (experimental) (#160) * feat: dgs core [MTT-6058] (#1) * Creating base project based on NGO template * feat: adding dedicated server package to DGS sample [MTT-6834] (#2) * Adding dedicated server package * enabling content selection and stripping rendering, UI, and Audio components on servers * using multiplayer role instead of configuration to define if server or client * Adding scene bootstrapper from Boss Room * Adding multiplayerRoleRestricted attribute to relevant scripts * updating to MPPM 0.5.0 * refactored game application and gamestate to isolate client and server code * Adding min number of players to config and using max from config * Shutting down the server after game ends or all clients disconnect * setting vsync count to 0 on servers * setting multiplayer role when building via BuildProcessor.cs * updating project editor version to 2023.3.0a7 * Updating CLIArgParser to use CLI Arguments from DedicatedServer * removing port and server ip from config file * Adding default config to additional build files * enabling dedicated server build optimizations in player settings * feature: adding DGS sample to CI [MTT-7459] (#3) * split the pr trigger and build jobs in separate files * moving test-editors as fields under each project, and adding the dgs sample to projects * adding tests to CI * renaming project to remove spaces in name * Adding support to build Linux/Mac/Windows clients and servers through menus * feat: player character and base level design [MTT-6059][MTT-7372][MTT-6063] (#5) * adding com.unity.multiplayer.samples.coop package * Adding third person starter assets * adding back animation module and updating assembly dependencies * adding starter assets asmdef * creating player character * creating environment * cleaning up UI and adding quit button * adding menu toggle action * cleaning up disconnect flow * setting builds to windowed mode * Adding game menu * displaying number of connected players * feat: DGS Sample AI characters [MTT-6062] (#6) * creating basic AI character patrolling between points * using NetcodeHooks class for spawn and despawn hooks * extracting character geometry and skeleton to prefabs * replacing network variable with rpc * updating mac image to more recent one * feature: add readme to DGS sample (#7) * creating readme file * adding UGS setup instructions * syntax fixes and adding links to package docs * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * add details for how to use MPPM * clarifying local multiplayer flow * removing doc link to page that doesnt exist yet * clarifying how to use autoconnect mode * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * adding link to doc for port forwarding * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> * [Documentation] Removed useless section * [Documentation] Applied feedback from PR * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: updated readme with suggestions * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: Fixed typos --------- Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * Project version upgrade + mini fix [MTT-7789] (#10) * chore: updated project version to alpha 17 * chore: Updated multiplayer packages * chore: reserealized proejct settings * fix: stripped AICharacter animator component from server instances * chore: disabled default network prefabs generation [skip ci] * feat: removed Bootstrapper tool [MTT-7632] (#11) * feat: removed Bootstrapper tool and used serialized fields instead [MTT-7632] * fix: fixed faulty initialization due to race conditions * chore: added comments and error logs * Doors integration [MTT-6061] (#12) * importing door scripts, models and animations from boss room * adding doors to environment * changing match duration to 5 minutes * feat: Added logic that allows doors to be opened if at least one player is nearby, and to display the related UI on clients chore: removed FloorSwitch assets * feat: players can now be detected by doors when they collide * feat: added "OpenDoor" input detection * feat: doors open when a player asks them to do so --------- Co-authored-by: LPLafontaineB <louisphilippe.lb@unity3d.com> * chore: updated multiplayer packages to solve UGS integration issues * DGS door UI (#13) * feat: Added predicted and reconciled UI for InteractiveDoor * fix: fixed scaling of door interaction UI * chore: updated CI windows image --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * DGS readme corrections [MTT-7869] (#14) * chore: updated README * chore: Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Feature: Dedicated Game Server Sample Art Pass [MTT-7403] (#8) * URP settings updates: deleted 2D version and replaced with 3D version * added colors and landmarks to the enviro, reorganized enviro prefab * updated UI with stylesheet from other samples * Added character color shader * updated player colors * Color updates and the addition of player icons * Reorg of environment prefab, reimplementation of character numbers * deletion of unneeded assets * removed debugging method * adjusted URP asset to minimize shadow artifacts * environment tweaks * slightly update door UI * moved a pillar to be in desired position * chore: Updated NGO to 1.8.0 to match the version ran in the CI * deleted unused script * made unnecessarily public class internal, also cleaned out some redundant code --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * [DGS] Unneded systems strip [MTT-8054] (#15) * chore: added missing newline to readme * chore: optimization. stripped out all default rendering, UI and audio components * Fixed incorrect CI settings (#16) * chore: fixed CI tests not running properly * chore: (CI) updated Windows image and added specific editor version * chore: (CI) updated mac image * chore: updated dedicated server and multiplayer play mode packages to 1.0.0 (#18) * chore: updated documentation links * chore: removed unneeded folders * chore: added instructions related to how to change the amount of players in a section [skip ci] --------- Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Jil Franco <jillian.franco@unity3d.com>
2024-03-22 15:05:57 +03:00
dependencies:
{% for project in projects -%}
release: v1.7.0 [MTT-9035] (#213) * Dgs/unity 6 update (#181) * chore: updated Dedicated Game Server Sample to Unity 6, and Multiplayer Play Mode and dedicated server packages to 1.1.0 * chore: update Unity version in the CI for Dedicated Game Server * chore: attempted to change editor version to see if DGS sample can build * feat: updated logic in BuildProcessor so it doesn't use deprecated (and now unneeded) APIs * chore: temporarily disabled running tests of other samples (will be re-enabled after DGS troubleshooting) * chore: disabled core part of BuildEverything automation to see if Yamato still fails * chore: bisecting CI failure * chore: bisecting CI failure * chore: bisecting CI failure * chore: attempted to change build path to see if CI fails * Revert "chore: attempted to change build path to see if CI fails" This reverts commit 72f91399c87b8670a6e332708941b23281636aea. * chore: disabled burst compilation * chore: re-enabled build code * chore: disabled burst compiler programmatically before and after builds * chore: disabled building clients * chore: updated burst to latest version * chore: re-enabled client builds * chore: restored tests of other samples * feat: added UIToolkit support ot input system configuration chore: removed unneeded input asset, set project-wide input actions file --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * chore: (Dedicated game server) updated version badge in README * Deprecation of "Invaders" sample (#186) * chore: removed Invaders from CI, as it is now a deprecated sample * chore: Moved "Invaders" sample to "Deprecated" folder * chore: Added README for deprecated samples * chore: Removed "Contributing" section from Deprecated samples README.md * Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184) * Added: integration of UIToolkit for NetworkManagerUI * moving UI Toolkit related files into UI toolkit folder, also NetworkManagerUI.cs adjustments to integrate UI toolkit * fix: added validation of IP and port address * fix: color changes through button interactions work now * fix: added Styleclasses instead of color fields to implement color changes of buttons * fix: scaling of UI changes depending on screen size * mtt-8638-Separate-PR-Triggers-per-project (#195) * copy all changes to new branch * changing name of shared triggers * feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203) NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade * feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182) DedicatedGameServer updated to NGO v1.8.1 API * feat: Distributed Authority Sample player locomotion [MTT-8898] (#200) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection * importing asteroids base classes & locomotion controller wip * reworked drag, inheriting from baseobject movement * cleanup, avatar set with AvatarTransform * distinguishing spawmed players with name in hierarchy * moving AvatarTransformEditor to own Editor subdirectory class, cleanup * formatting changes --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci] * feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * adding explicitly inputsystem to player assembly * Usecases design feedback for out-of-experimental release (MTT-7498) (#209) * chore: updated link in tutorials so it points at more recent RPCs * chor: made font bigger in NetvarVsRPC scene, and rmeoved unneeded prefabs property overrides * chore: added reminder text in completion dialogues to redirect to tutorials * [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206) * consolidating settings folders * feat: completed first draft of blockout * LODs, 3 VFX, Lighting and post-processing * Updated LODs to be single contained FBXs, removed VFX from scene, rebaked lighting * Fix shader warnings * Fixed statue mesh warnings, removed statue LODs, fixed Toon_Shaking shader warnings * delete unneeded assets * Overriding prefabs in order to be able to remove ProBuilder, remove ClickToPlace script * Changed: moved extracted ProMeshBuilder meshes into different folders and deleted extra folder, imported adjusted toonshaders, deleted smoke shadergraph and adjusted effected materials to use fire shadergraph and changed settings --------- Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> * feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * avatar-side pickup/toss of pickupable object * adding a pickupable object, EnvironmentTransform, to scene with a spawner * adding explicitly inputsystem to player assembly * [MTT-8908] Feat: Adding PigChef character and necessary animations (#205) * import PigChef plus dependencies, deleted scripts, WIP cleanup PigChef prefab * removed unnecessary assets, adjusted AnimatorController for PigChef, added basic ThirdPersonController and Rigidbody * feat: adjusted Animator settings (adding parameters and states), creating arm rigs setup and carryable object template * added: pickup animation * adding source animation files pickup and throw animation source Maya files * Updated pickup animation Includes the new bone PickupLocation as child of the Hips bone with animation for being picked up * animation update keyframes updated * Added: set up pickup functionality with fixedjoint, added PickUpItem tag and pickup locations on PigChef and CarryableObjectTemplate also added move VS running * added ThirdPersonRBController script * Updates to prop carrying Animation adjustments for carrying. Prefab adjustments for prop alignment * removed: cloudproject link * added throw animation Includes Maya source files and FBX for Unity * walk and run animation updates Added keyframes for PickupLocation * animation update Idle animation has a better pose for carrying the object * feat: Added carry, drop and throw functionality, adjusted idle animation and added Rig animation functionality for Carrying * adjusting rotations and positions of pottery hand locations * animation updates idle pose updates * fixed animator bug with throw not playing and polished walk and run animations clips and animator controller updated * adjusted colliders from items, angle of pickup and pickup collider * animation updates for carrying and throwing, AnimatorController state machine changes Added anticipation to the throw. Now an Animation Event needs to be added so it throws at the correct time. Also fixed facial animation keyframes. Duplicate "_Rig" versions of the carry and throw clips are made in order to keyframe the IK rig. * pottery prefab update removed vertical offset * created AnimationEvent for ThrowAction * chest prefab updates fine tuned hand attachment points * added PickupLocation to PigChef prefab, adjusted throw logic to enable split throw animation * Animation clip updates and Animator Controller updates for throwing on upper body only Adjusted idle clip pose to remove pop when transitioning to walk/run. Split throw animation into two parts and removed lower body channels from the clips. Updated Animator Controller to play throw anticipation immediately when the button is pressed and throw release clip is played when the button is released. * face animation fixes keyframed eyes and mouth closed in all clips * animation polish adjusted idle pose to more closely match the walk pose * deleting unnecessary transition in controller, slight controller script adjustments * fixing throw force proportional to heldTime * animation polish Removed pop in blending when dropping a carried object. * fix: cleaned up script and added dead zone to remove unwanted auto rotation * removed unneeded extra idle layer * fixed transition conditions Transition from jump landing to walk and idle now have the conditions based on the Move parameter * added groundLayer * removed debugs and adjusted dead zone value * animator controller updates Removed has exit time from jump landing conditions * fixed the problem where jump detached the hands from the carry object All animation states need "write defaults" true. Jump was false, and that was the cause of the problem. * deleting unused assets and changing asset location of CarryableObject script * set Input in Player settings to both input systems so that temp controller used in CharacterTest scene we have in this branch works * reset PlayModeOptions and TimeManager to default, removed .vsconfig * Removed: unneeded cane and chick related assets Changed: Renaming of animation files for consistency and cleanup of animation folder * Added: created Testing scene folder and moved CharacterTest over * Test: creation a new controller to fix errors * Changed: delete old controller, fixed + changed name of new animation controller getting rid of broken text PPtr files * moved ThirdPersonRBController into temp folder and removed audio files * reset time and project settings * Fixed: inconsistent naming * fixed object name (have to take name from original asset which cannot be changed) --------- Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com> * chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts * chore: updated changelogs with 1.7.0 release notes chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com> Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 21:44:51 +03:00
{% if project.name =="dynamicaddressablesnetworkprefabs" -%}
Added Dedicated Game Server Sample (experimental) (#160) * feat: dgs core [MTT-6058] (#1) * Creating base project based on NGO template * feat: adding dedicated server package to DGS sample [MTT-6834] (#2) * Adding dedicated server package * enabling content selection and stripping rendering, UI, and Audio components on servers * using multiplayer role instead of configuration to define if server or client * Adding scene bootstrapper from Boss Room * Adding multiplayerRoleRestricted attribute to relevant scripts * updating to MPPM 0.5.0 * refactored game application and gamestate to isolate client and server code * Adding min number of players to config and using max from config * Shutting down the server after game ends or all clients disconnect * setting vsync count to 0 on servers * setting multiplayer role when building via BuildProcessor.cs * updating project editor version to 2023.3.0a7 * Updating CLIArgParser to use CLI Arguments from DedicatedServer * removing port and server ip from config file * Adding default config to additional build files * enabling dedicated server build optimizations in player settings * feature: adding DGS sample to CI [MTT-7459] (#3) * split the pr trigger and build jobs in separate files * moving test-editors as fields under each project, and adding the dgs sample to projects * adding tests to CI * renaming project to remove spaces in name * Adding support to build Linux/Mac/Windows clients and servers through menus * feat: player character and base level design [MTT-6059][MTT-7372][MTT-6063] (#5) * adding com.unity.multiplayer.samples.coop package * Adding third person starter assets * adding back animation module and updating assembly dependencies * adding starter assets asmdef * creating player character * creating environment * cleaning up UI and adding quit button * adding menu toggle action * cleaning up disconnect flow * setting builds to windowed mode * Adding game menu * displaying number of connected players * feat: DGS Sample AI characters [MTT-6062] (#6) * creating basic AI character patrolling between points * using NetcodeHooks class for spawn and despawn hooks * extracting character geometry and skeleton to prefabs * replacing network variable with rpc * updating mac image to more recent one * feature: add readme to DGS sample (#7) * creating readme file * adding UGS setup instructions * syntax fixes and adding links to package docs * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * add details for how to use MPPM * clarifying local multiplayer flow * removing doc link to page that doesnt exist yet * clarifying how to use autoconnect mode * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * adding link to doc for port forwarding * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> * [Documentation] Removed useless section * [Documentation] Applied feedback from PR * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: updated readme with suggestions * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: Fixed typos --------- Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * Project version upgrade + mini fix [MTT-7789] (#10) * chore: updated project version to alpha 17 * chore: Updated multiplayer packages * chore: reserealized proejct settings * fix: stripped AICharacter animator component from server instances * chore: disabled default network prefabs generation [skip ci] * feat: removed Bootstrapper tool [MTT-7632] (#11) * feat: removed Bootstrapper tool and used serialized fields instead [MTT-7632] * fix: fixed faulty initialization due to race conditions * chore: added comments and error logs * Doors integration [MTT-6061] (#12) * importing door scripts, models and animations from boss room * adding doors to environment * changing match duration to 5 minutes * feat: Added logic that allows doors to be opened if at least one player is nearby, and to display the related UI on clients chore: removed FloorSwitch assets * feat: players can now be detected by doors when they collide * feat: added "OpenDoor" input detection * feat: doors open when a player asks them to do so --------- Co-authored-by: LPLafontaineB <louisphilippe.lb@unity3d.com> * chore: updated multiplayer packages to solve UGS integration issues * DGS door UI (#13) * feat: Added predicted and reconciled UI for InteractiveDoor * fix: fixed scaling of door interaction UI * chore: updated CI windows image --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * DGS readme corrections [MTT-7869] (#14) * chore: updated README * chore: Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Feature: Dedicated Game Server Sample Art Pass [MTT-7403] (#8) * URP settings updates: deleted 2D version and replaced with 3D version * added colors and landmarks to the enviro, reorganized enviro prefab * updated UI with stylesheet from other samples * Added character color shader * updated player colors * Color updates and the addition of player icons * Reorg of environment prefab, reimplementation of character numbers * deletion of unneeded assets * removed debugging method * adjusted URP asset to minimize shadow artifacts * environment tweaks * slightly update door UI * moved a pillar to be in desired position * chore: Updated NGO to 1.8.0 to match the version ran in the CI * deleted unused script * made unnecessarily public class internal, also cleaned out some redundant code --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * [DGS] Unneded systems strip [MTT-8054] (#15) * chore: added missing newline to readme * chore: optimization. stripped out all default rendering, UI and audio components * Fixed incorrect CI settings (#16) * chore: fixed CI tests not running properly * chore: (CI) updated Windows image and added specific editor version * chore: (CI) updated mac image * chore: updated dedicated server and multiplayer play mode packages to 1.0.0 (#18) * chore: updated documentation links * chore: removed unneeded folders * chore: added instructions related to how to change the amount of players in a section [skip ci] --------- Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Jil Franco <jillian.franco@unity3d.com>
2024-03-22 15:05:57 +03:00
{% for editor in project.test_editors -%}
{% for platform in test_platforms -%}
- .yamato/build.yml#build_{{ project.name }}_{{ editor }}_{{ platform.name }}
{% if project.run_editor_tests or project.run_playmode_tests -%} # Only run tests for projects where relevant
- .yamato/tests.yml#test_{{ project.name }}_{{ editor }}_{{ platform.name }}
{% endif -%}
{% endfor -%}
{% endfor -%}
release: v1.7.0 [MTT-9035] (#213) * Dgs/unity 6 update (#181) * chore: updated Dedicated Game Server Sample to Unity 6, and Multiplayer Play Mode and dedicated server packages to 1.1.0 * chore: update Unity version in the CI for Dedicated Game Server * chore: attempted to change editor version to see if DGS sample can build * feat: updated logic in BuildProcessor so it doesn't use deprecated (and now unneeded) APIs * chore: temporarily disabled running tests of other samples (will be re-enabled after DGS troubleshooting) * chore: disabled core part of BuildEverything automation to see if Yamato still fails * chore: bisecting CI failure * chore: bisecting CI failure * chore: bisecting CI failure * chore: attempted to change build path to see if CI fails * Revert "chore: attempted to change build path to see if CI fails" This reverts commit 72f91399c87b8670a6e332708941b23281636aea. * chore: disabled burst compilation * chore: re-enabled build code * chore: disabled burst compiler programmatically before and after builds * chore: disabled building clients * chore: updated burst to latest version * chore: re-enabled client builds * chore: restored tests of other samples * feat: added UIToolkit support ot input system configuration chore: removed unneeded input asset, set project-wide input actions file --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * chore: (Dedicated game server) updated version badge in README * Deprecation of "Invaders" sample (#186) * chore: removed Invaders from CI, as it is now a deprecated sample * chore: Moved "Invaders" sample to "Deprecated" folder * chore: Added README for deprecated samples * chore: Removed "Contributing" section from Deprecated samples README.md * Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184) * Added: integration of UIToolkit for NetworkManagerUI * moving UI Toolkit related files into UI toolkit folder, also NetworkManagerUI.cs adjustments to integrate UI toolkit * fix: added validation of IP and port address * fix: color changes through button interactions work now * fix: added Styleclasses instead of color fields to implement color changes of buttons * fix: scaling of UI changes depending on screen size * mtt-8638-Separate-PR-Triggers-per-project (#195) * copy all changes to new branch * changing name of shared triggers * feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203) NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade * feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182) DedicatedGameServer updated to NGO v1.8.1 API * feat: Distributed Authority Sample player locomotion [MTT-8898] (#200) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection * importing asteroids base classes & locomotion controller wip * reworked drag, inheriting from baseobject movement * cleanup, avatar set with AvatarTransform * distinguishing spawmed players with name in hierarchy * moving AvatarTransformEditor to own Editor subdirectory class, cleanup * formatting changes --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci] * feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * adding explicitly inputsystem to player assembly * Usecases design feedback for out-of-experimental release (MTT-7498) (#209) * chore: updated link in tutorials so it points at more recent RPCs * chor: made font bigger in NetvarVsRPC scene, and rmeoved unneeded prefabs property overrides * chore: added reminder text in completion dialogues to redirect to tutorials * [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206) * consolidating settings folders * feat: completed first draft of blockout * LODs, 3 VFX, Lighting and post-processing * Updated LODs to be single contained FBXs, removed VFX from scene, rebaked lighting * Fix shader warnings * Fixed statue mesh warnings, removed statue LODs, fixed Toon_Shaking shader warnings * delete unneeded assets * Overriding prefabs in order to be able to remove ProBuilder, remove ClickToPlace script * Changed: moved extracted ProMeshBuilder meshes into different folders and deleted extra folder, imported adjusted toonshaders, deleted smoke shadergraph and adjusted effected materials to use fire shadergraph and changed settings --------- Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> * feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * avatar-side pickup/toss of pickupable object * adding a pickupable object, EnvironmentTransform, to scene with a spawner * adding explicitly inputsystem to player assembly * [MTT-8908] Feat: Adding PigChef character and necessary animations (#205) * import PigChef plus dependencies, deleted scripts, WIP cleanup PigChef prefab * removed unnecessary assets, adjusted AnimatorController for PigChef, added basic ThirdPersonController and Rigidbody * feat: adjusted Animator settings (adding parameters and states), creating arm rigs setup and carryable object template * added: pickup animation * adding source animation files pickup and throw animation source Maya files * Updated pickup animation Includes the new bone PickupLocation as child of the Hips bone with animation for being picked up * animation update keyframes updated * Added: set up pickup functionality with fixedjoint, added PickUpItem tag and pickup locations on PigChef and CarryableObjectTemplate also added move VS running * added ThirdPersonRBController script * Updates to prop carrying Animation adjustments for carrying. Prefab adjustments for prop alignment * removed: cloudproject link * added throw animation Includes Maya source files and FBX for Unity * walk and run animation updates Added keyframes for PickupLocation * animation update Idle animation has a better pose for carrying the object * feat: Added carry, drop and throw functionality, adjusted idle animation and added Rig animation functionality for Carrying * adjusting rotations and positions of pottery hand locations * animation updates idle pose updates * fixed animator bug with throw not playing and polished walk and run animations clips and animator controller updated * adjusted colliders from items, angle of pickup and pickup collider * animation updates for carrying and throwing, AnimatorController state machine changes Added anticipation to the throw. Now an Animation Event needs to be added so it throws at the correct time. Also fixed facial animation keyframes. Duplicate "_Rig" versions of the carry and throw clips are made in order to keyframe the IK rig. * pottery prefab update removed vertical offset * created AnimationEvent for ThrowAction * chest prefab updates fine tuned hand attachment points * added PickupLocation to PigChef prefab, adjusted throw logic to enable split throw animation * Animation clip updates and Animator Controller updates for throwing on upper body only Adjusted idle clip pose to remove pop when transitioning to walk/run. Split throw animation into two parts and removed lower body channels from the clips. Updated Animator Controller to play throw anticipation immediately when the button is pressed and throw release clip is played when the button is released. * face animation fixes keyframed eyes and mouth closed in all clips * animation polish adjusted idle pose to more closely match the walk pose * deleting unnecessary transition in controller, slight controller script adjustments * fixing throw force proportional to heldTime * animation polish Removed pop in blending when dropping a carried object. * fix: cleaned up script and added dead zone to remove unwanted auto rotation * removed unneeded extra idle layer * fixed transition conditions Transition from jump landing to walk and idle now have the conditions based on the Move parameter * added groundLayer * removed debugs and adjusted dead zone value * animator controller updates Removed has exit time from jump landing conditions * fixed the problem where jump detached the hands from the carry object All animation states need "write defaults" true. Jump was false, and that was the cause of the problem. * deleting unused assets and changing asset location of CarryableObject script * set Input in Player settings to both input systems so that temp controller used in CharacterTest scene we have in this branch works * reset PlayModeOptions and TimeManager to default, removed .vsconfig * Removed: unneeded cane and chick related assets Changed: Renaming of animation files for consistency and cleanup of animation folder * Added: created Testing scene folder and moved CharacterTest over * Test: creation a new controller to fix errors * Changed: delete old controller, fixed + changed name of new animation controller getting rid of broken text PPtr files * moved ThirdPersonRBController into temp folder and removed audio files * reset time and project settings * Fixed: inconsistent naming * fixed object name (have to take name from original asset which cannot be changed) --------- Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com> * chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts * chore: updated changelogs with 1.7.0 release notes chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com> Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 21:44:51 +03:00
{% endif -%}
Added Dedicated Game Server Sample (experimental) (#160) * feat: dgs core [MTT-6058] (#1) * Creating base project based on NGO template * feat: adding dedicated server package to DGS sample [MTT-6834] (#2) * Adding dedicated server package * enabling content selection and stripping rendering, UI, and Audio components on servers * using multiplayer role instead of configuration to define if server or client * Adding scene bootstrapper from Boss Room * Adding multiplayerRoleRestricted attribute to relevant scripts * updating to MPPM 0.5.0 * refactored game application and gamestate to isolate client and server code * Adding min number of players to config and using max from config * Shutting down the server after game ends or all clients disconnect * setting vsync count to 0 on servers * setting multiplayer role when building via BuildProcessor.cs * updating project editor version to 2023.3.0a7 * Updating CLIArgParser to use CLI Arguments from DedicatedServer * removing port and server ip from config file * Adding default config to additional build files * enabling dedicated server build optimizations in player settings * feature: adding DGS sample to CI [MTT-7459] (#3) * split the pr trigger and build jobs in separate files * moving test-editors as fields under each project, and adding the dgs sample to projects * adding tests to CI * renaming project to remove spaces in name * Adding support to build Linux/Mac/Windows clients and servers through menus * feat: player character and base level design [MTT-6059][MTT-7372][MTT-6063] (#5) * adding com.unity.multiplayer.samples.coop package * Adding third person starter assets * adding back animation module and updating assembly dependencies * adding starter assets asmdef * creating player character * creating environment * cleaning up UI and adding quit button * adding menu toggle action * cleaning up disconnect flow * setting builds to windowed mode * Adding game menu * displaying number of connected players * feat: DGS Sample AI characters [MTT-6062] (#6) * creating basic AI character patrolling between points * using NetcodeHooks class for spawn and despawn hooks * extracting character geometry and skeleton to prefabs * replacing network variable with rpc * updating mac image to more recent one * feature: add readme to DGS sample (#7) * creating readme file * adding UGS setup instructions * syntax fixes and adding links to package docs * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * add details for how to use MPPM * clarifying local multiplayer flow * removing doc link to page that doesnt exist yet * clarifying how to use autoconnect mode * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * adding link to doc for port forwarding * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> * [Documentation] Removed useless section * [Documentation] Applied feedback from PR * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: updated readme with suggestions * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: Fixed typos --------- Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * Project version upgrade + mini fix [MTT-7789] (#10) * chore: updated project version to alpha 17 * chore: Updated multiplayer packages * chore: reserealized proejct settings * fix: stripped AICharacter animator component from server instances * chore: disabled default network prefabs generation [skip ci] * feat: removed Bootstrapper tool [MTT-7632] (#11) * feat: removed Bootstrapper tool and used serialized fields instead [MTT-7632] * fix: fixed faulty initialization due to race conditions * chore: added comments and error logs * Doors integration [MTT-6061] (#12) * importing door scripts, models and animations from boss room * adding doors to environment * changing match duration to 5 minutes * feat: Added logic that allows doors to be opened if at least one player is nearby, and to display the related UI on clients chore: removed FloorSwitch assets * feat: players can now be detected by doors when they collide * feat: added "OpenDoor" input detection * feat: doors open when a player asks them to do so --------- Co-authored-by: LPLafontaineB <louisphilippe.lb@unity3d.com> * chore: updated multiplayer packages to solve UGS integration issues * DGS door UI (#13) * feat: Added predicted and reconciled UI for InteractiveDoor * fix: fixed scaling of door interaction UI * chore: updated CI windows image --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * DGS readme corrections [MTT-7869] (#14) * chore: updated README * chore: Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Feature: Dedicated Game Server Sample Art Pass [MTT-7403] (#8) * URP settings updates: deleted 2D version and replaced with 3D version * added colors and landmarks to the enviro, reorganized enviro prefab * updated UI with stylesheet from other samples * Added character color shader * updated player colors * Color updates and the addition of player icons * Reorg of environment prefab, reimplementation of character numbers * deletion of unneeded assets * removed debugging method * adjusted URP asset to minimize shadow artifacts * environment tweaks * slightly update door UI * moved a pillar to be in desired position * chore: Updated NGO to 1.8.0 to match the version ran in the CI * deleted unused script * made unnecessarily public class internal, also cleaned out some redundant code --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * [DGS] Unneded systems strip [MTT-8054] (#15) * chore: added missing newline to readme * chore: optimization. stripped out all default rendering, UI and audio components * Fixed incorrect CI settings (#16) * chore: fixed CI tests not running properly * chore: (CI) updated Windows image and added specific editor version * chore: (CI) updated mac image * chore: updated dedicated server and multiplayer play mode packages to 1.0.0 (#18) * chore: updated documentation links * chore: removed unneeded folders * chore: added instructions related to how to change the amount of players in a section [skip ci] --------- Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Jil Franco <jillian.franco@unity3d.com>
2024-03-22 15:05:57 +03:00
{% endfor -%}
triggers:
cancel_old_ci: true
release: v1.7.0 [MTT-9035] (#213) * Dgs/unity 6 update (#181) * chore: updated Dedicated Game Server Sample to Unity 6, and Multiplayer Play Mode and dedicated server packages to 1.1.0 * chore: update Unity version in the CI for Dedicated Game Server * chore: attempted to change editor version to see if DGS sample can build * feat: updated logic in BuildProcessor so it doesn't use deprecated (and now unneeded) APIs * chore: temporarily disabled running tests of other samples (will be re-enabled after DGS troubleshooting) * chore: disabled core part of BuildEverything automation to see if Yamato still fails * chore: bisecting CI failure * chore: bisecting CI failure * chore: bisecting CI failure * chore: attempted to change build path to see if CI fails * Revert "chore: attempted to change build path to see if CI fails" This reverts commit 72f91399c87b8670a6e332708941b23281636aea. * chore: disabled burst compilation * chore: re-enabled build code * chore: disabled burst compiler programmatically before and after builds * chore: disabled building clients * chore: updated burst to latest version * chore: re-enabled client builds * chore: restored tests of other samples * feat: added UIToolkit support ot input system configuration chore: removed unneeded input asset, set project-wide input actions file --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * chore: (Dedicated game server) updated version badge in README * Deprecation of "Invaders" sample (#186) * chore: removed Invaders from CI, as it is now a deprecated sample * chore: Moved "Invaders" sample to "Deprecated" folder * chore: Added README for deprecated samples * chore: Removed "Contributing" section from Deprecated samples README.md * Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184) * Added: integration of UIToolkit for NetworkManagerUI * moving UI Toolkit related files into UI toolkit folder, also NetworkManagerUI.cs adjustments to integrate UI toolkit * fix: added validation of IP and port address * fix: color changes through button interactions work now * fix: added Styleclasses instead of color fields to implement color changes of buttons * fix: scaling of UI changes depending on screen size * mtt-8638-Separate-PR-Triggers-per-project (#195) * copy all changes to new branch * changing name of shared triggers * feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203) NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade * feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182) DedicatedGameServer updated to NGO v1.8.1 API * feat: Distributed Authority Sample player locomotion [MTT-8898] (#200) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection * importing asteroids base classes & locomotion controller wip * reworked drag, inheriting from baseobject movement * cleanup, avatar set with AvatarTransform * distinguishing spawmed players with name in hierarchy * moving AvatarTransformEditor to own Editor subdirectory class, cleanup * formatting changes --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci] * feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * adding explicitly inputsystem to player assembly * Usecases design feedback for out-of-experimental release (MTT-7498) (#209) * chore: updated link in tutorials so it points at more recent RPCs * chor: made font bigger in NetvarVsRPC scene, and rmeoved unneeded prefabs property overrides * chore: added reminder text in completion dialogues to redirect to tutorials * [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206) * consolidating settings folders * feat: completed first draft of blockout * LODs, 3 VFX, Lighting and post-processing * Updated LODs to be single contained FBXs, removed VFX from scene, rebaked lighting * Fix shader warnings * Fixed statue mesh warnings, removed statue LODs, fixed Toon_Shaking shader warnings * delete unneeded assets * Overriding prefabs in order to be able to remove ProBuilder, remove ClickToPlace script * Changed: moved extracted ProMeshBuilder meshes into different folders and deleted extra folder, imported adjusted toonshaders, deleted smoke shadergraph and adjusted effected materials to use fire shadergraph and changed settings --------- Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> * feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * avatar-side pickup/toss of pickupable object * adding a pickupable object, EnvironmentTransform, to scene with a spawner * adding explicitly inputsystem to player assembly * [MTT-8908] Feat: Adding PigChef character and necessary animations (#205) * import PigChef plus dependencies, deleted scripts, WIP cleanup PigChef prefab * removed unnecessary assets, adjusted AnimatorController for PigChef, added basic ThirdPersonController and Rigidbody * feat: adjusted Animator settings (adding parameters and states), creating arm rigs setup and carryable object template * added: pickup animation * adding source animation files pickup and throw animation source Maya files * Updated pickup animation Includes the new bone PickupLocation as child of the Hips bone with animation for being picked up * animation update keyframes updated * Added: set up pickup functionality with fixedjoint, added PickUpItem tag and pickup locations on PigChef and CarryableObjectTemplate also added move VS running * added ThirdPersonRBController script * Updates to prop carrying Animation adjustments for carrying. Prefab adjustments for prop alignment * removed: cloudproject link * added throw animation Includes Maya source files and FBX for Unity * walk and run animation updates Added keyframes for PickupLocation * animation update Idle animation has a better pose for carrying the object * feat: Added carry, drop and throw functionality, adjusted idle animation and added Rig animation functionality for Carrying * adjusting rotations and positions of pottery hand locations * animation updates idle pose updates * fixed animator bug with throw not playing and polished walk and run animations clips and animator controller updated * adjusted colliders from items, angle of pickup and pickup collider * animation updates for carrying and throwing, AnimatorController state machine changes Added anticipation to the throw. Now an Animation Event needs to be added so it throws at the correct time. Also fixed facial animation keyframes. Duplicate "_Rig" versions of the carry and throw clips are made in order to keyframe the IK rig. * pottery prefab update removed vertical offset * created AnimationEvent for ThrowAction * chest prefab updates fine tuned hand attachment points * added PickupLocation to PigChef prefab, adjusted throw logic to enable split throw animation * Animation clip updates and Animator Controller updates for throwing on upper body only Adjusted idle clip pose to remove pop when transitioning to walk/run. Split throw animation into two parts and removed lower body channels from the clips. Updated Animator Controller to play throw anticipation immediately when the button is pressed and throw release clip is played when the button is released. * face animation fixes keyframed eyes and mouth closed in all clips * animation polish adjusted idle pose to more closely match the walk pose * deleting unnecessary transition in controller, slight controller script adjustments * fixing throw force proportional to heldTime * animation polish Removed pop in blending when dropping a carried object. * fix: cleaned up script and added dead zone to remove unwanted auto rotation * removed unneeded extra idle layer * fixed transition conditions Transition from jump landing to walk and idle now have the conditions based on the Move parameter * added groundLayer * removed debugs and adjusted dead zone value * animator controller updates Removed has exit time from jump landing conditions * fixed the problem where jump detached the hands from the carry object All animation states need "write defaults" true. Jump was false, and that was the cause of the problem. * deleting unused assets and changing asset location of CarryableObject script * set Input in Player settings to both input systems so that temp controller used in CharacterTest scene we have in this branch works * reset PlayModeOptions and TimeManager to default, removed .vsconfig * Removed: unneeded cane and chick related assets Changed: Renaming of animation files for consistency and cleanup of animation folder * Added: created Testing scene folder and moved CharacterTest over * Test: creation a new controller to fix errors * Changed: delete old controller, fixed + changed name of new animation controller getting rid of broken text PPtr files * moved ThirdPersonRBController into temp folder and removed audio files * reset time and project settings * Fixed: inconsistent naming * fixed object name (have to take name from original asset which cannot be changed) --------- Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com> * chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts * chore: updated changelogs with 1.7.0 release notes chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com> Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 21:44:51 +03:00
expression: |-
(pull_request.target eq "main" OR
pull_request.target eq "develop" OR
pull_request.target match "/^sample\//") AND
NOT pull_request.draft AND
pull_request.changes.any match "Basic/DynamicAddressablesNetworkPrefabs/**/*"
Added Dedicated Game Server Sample (experimental) (#160) * feat: dgs core [MTT-6058] (#1) * Creating base project based on NGO template * feat: adding dedicated server package to DGS sample [MTT-6834] (#2) * Adding dedicated server package * enabling content selection and stripping rendering, UI, and Audio components on servers * using multiplayer role instead of configuration to define if server or client * Adding scene bootstrapper from Boss Room * Adding multiplayerRoleRestricted attribute to relevant scripts * updating to MPPM 0.5.0 * refactored game application and gamestate to isolate client and server code * Adding min number of players to config and using max from config * Shutting down the server after game ends or all clients disconnect * setting vsync count to 0 on servers * setting multiplayer role when building via BuildProcessor.cs * updating project editor version to 2023.3.0a7 * Updating CLIArgParser to use CLI Arguments from DedicatedServer * removing port and server ip from config file * Adding default config to additional build files * enabling dedicated server build optimizations in player settings * feature: adding DGS sample to CI [MTT-7459] (#3) * split the pr trigger and build jobs in separate files * moving test-editors as fields under each project, and adding the dgs sample to projects * adding tests to CI * renaming project to remove spaces in name * Adding support to build Linux/Mac/Windows clients and servers through menus * feat: player character and base level design [MTT-6059][MTT-7372][MTT-6063] (#5) * adding com.unity.multiplayer.samples.coop package * Adding third person starter assets * adding back animation module and updating assembly dependencies * adding starter assets asmdef * creating player character * creating environment * cleaning up UI and adding quit button * adding menu toggle action * cleaning up disconnect flow * setting builds to windowed mode * Adding game menu * displaying number of connected players * feat: DGS Sample AI characters [MTT-6062] (#6) * creating basic AI character patrolling between points * using NetcodeHooks class for spawn and despawn hooks * extracting character geometry and skeleton to prefabs * replacing network variable with rpc * updating mac image to more recent one * feature: add readme to DGS sample (#7) * creating readme file * adding UGS setup instructions * syntax fixes and adding links to package docs * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * add details for how to use MPPM * clarifying local multiplayer flow * removing doc link to page that doesnt exist yet * clarifying how to use autoconnect mode * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * adding link to doc for port forwarding * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> * [Documentation] Removed useless section * [Documentation] Applied feedback from PR * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: updated readme with suggestions * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Update Experimental/DedicatedGameServer/README.md Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * chore: Fixed typos --------- Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * Project version upgrade + mini fix [MTT-7789] (#10) * chore: updated project version to alpha 17 * chore: Updated multiplayer packages * chore: reserealized proejct settings * fix: stripped AICharacter animator component from server instances * chore: disabled default network prefabs generation [skip ci] * feat: removed Bootstrapper tool [MTT-7632] (#11) * feat: removed Bootstrapper tool and used serialized fields instead [MTT-7632] * fix: fixed faulty initialization due to race conditions * chore: added comments and error logs * Doors integration [MTT-6061] (#12) * importing door scripts, models and animations from boss room * adding doors to environment * changing match duration to 5 minutes * feat: Added logic that allows doors to be opened if at least one player is nearby, and to display the related UI on clients chore: removed FloorSwitch assets * feat: players can now be detected by doors when they collide * feat: added "OpenDoor" input detection * feat: doors open when a player asks them to do so --------- Co-authored-by: LPLafontaineB <louisphilippe.lb@unity3d.com> * chore: updated multiplayer packages to solve UGS integration issues * DGS door UI (#13) * feat: Added predicted and reconciled UI for InteractiveDoor * fix: fixed scaling of door interaction UI * chore: updated CI windows image --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> * DGS readme corrections [MTT-7869] (#14) * chore: updated README * chore: Apply suggestions from code review Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> --------- Co-authored-by: Paolo Abela <rikudefuffs@gmail.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> * Feature: Dedicated Game Server Sample Art Pass [MTT-7403] (#8) * URP settings updates: deleted 2D version and replaced with 3D version * added colors and landmarks to the enviro, reorganized enviro prefab * updated UI with stylesheet from other samples * Added character color shader * updated player colors * Color updates and the addition of player icons * Reorg of environment prefab, reimplementation of character numbers * deletion of unneeded assets * removed debugging method * adjusted URP asset to minimize shadow artifacts * environment tweaks * slightly update door UI * moved a pillar to be in desired position * chore: Updated NGO to 1.8.0 to match the version ran in the CI * deleted unused script * made unnecessarily public class internal, also cleaned out some redundant code --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * [DGS] Unneded systems strip [MTT-8054] (#15) * chore: added missing newline to readme * chore: optimization. stripped out all default rendering, UI and audio components * Fixed incorrect CI settings (#16) * chore: fixed CI tests not running properly * chore: (CI) updated Windows image and added specific editor version * chore: (CI) updated mac image * chore: updated dedicated server and multiplayer play mode packages to 1.0.0 (#18) * chore: updated documentation links * chore: removed unneeded folders * chore: added instructions related to how to change the amount of players in a section [skip ci] --------- Co-authored-by: Louis-Philippe Lafontaine-Bédard <louisphilippe.lb@unity3d.com> Co-authored-by: Vic Cooper <vic.cooper@unity3d.com> Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Jil Franco <jillian.franco@unity3d.com>
2024-03-22 15:05:57 +03:00
# Run all tasks on the bitesize sample develop branch (head) when there is a push to the Netcode for GameObjects develop branch
external_ngo_develop_pull_request_trigger:
name: Netcode for GameObjects (External) Develop Branch Triggers
dependencies:
{% for project in projects -%}
{% for editor in project.test_editors -%}
{% for platform in test_platforms -%}
- .yamato/build.yml#build_{{ project.name }}_{{ editor }}_{{ platform.name }}
{% endfor -%}
{% endfor -%}
{% endfor -%}
triggers:
external:
source: git@github.com/Unity-Technologies/com.unity.netcode.gameobjects.git
expression: push.branch eq "develop"
refs_on_this_repository:
release: v1.7.0 [MTT-9035] (#213) * Dgs/unity 6 update (#181) * chore: updated Dedicated Game Server Sample to Unity 6, and Multiplayer Play Mode and dedicated server packages to 1.1.0 * chore: update Unity version in the CI for Dedicated Game Server * chore: attempted to change editor version to see if DGS sample can build * feat: updated logic in BuildProcessor so it doesn't use deprecated (and now unneeded) APIs * chore: temporarily disabled running tests of other samples (will be re-enabled after DGS troubleshooting) * chore: disabled core part of BuildEverything automation to see if Yamato still fails * chore: bisecting CI failure * chore: bisecting CI failure * chore: bisecting CI failure * chore: attempted to change build path to see if CI fails * Revert "chore: attempted to change build path to see if CI fails" This reverts commit 72f91399c87b8670a6e332708941b23281636aea. * chore: disabled burst compilation * chore: re-enabled build code * chore: disabled burst compiler programmatically before and after builds * chore: disabled building clients * chore: updated burst to latest version * chore: re-enabled client builds * chore: restored tests of other samples * feat: added UIToolkit support ot input system configuration chore: removed unneeded input asset, set project-wide input actions file --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> * chore: (Dedicated game server) updated version badge in README * Deprecation of "Invaders" sample (#186) * chore: removed Invaders from CI, as it is now a deprecated sample * chore: Moved "Invaders" sample to "Deprecated" folder * chore: Added README for deprecated samples * chore: Removed "Contributing" section from Deprecated samples README.md * Feat: Multiplayer Use Cases UI toolkit implementation [MTT-7497] (#184) * Added: integration of UIToolkit for NetworkManagerUI * moving UI Toolkit related files into UI toolkit folder, also NetworkManagerUI.cs adjustments to integrate UI toolkit * fix: added validation of IP and port address * fix: color changes through button interactions work now * fix: added Styleclasses instead of color fields to implement color changes of buttons * fix: scaling of UI changes depending on screen size * mtt-8638-Separate-PR-Triggers-per-project (#195) * copy all changes to new branch * changing name of shared triggers * feat: Distributed Authority Sample initial project setup with scene & folder structure [MTT-8913] (#198) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * feat: DistributedAuthoritySample Netcode for GameObjects & Multiplayer SDK package upgrade, scripting fix, editor upgrade (#203) NGO & Multiplayer SDK package upgrade, scripting fix, editor upgrade * feat: DedicatedGameServer sample upgraded to Netcode for GameObjects v1.8.1 API [MTT-8502] (#182) DedicatedGameServer updated to NGO v1.8.1 API * feat: Distributed Authority Sample player locomotion [MTT-8898] (#200) * initial project commit * Added: proposed folder structure from TDD * consolidating settings folders * adding ignored temp script for testing connection * importing asteroids base classes & locomotion controller wip * reworked drag, inheriting from baseobject movement * cleanup, avatar set with AvatarTransform * distinguishing spawmed players with name in hierarchy * moving AvatarTransformEditor to own Editor subdirectory class, cleanup * formatting changes --------- Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> * chore: updated README to provide a clear path to the onboarding resources in case a user closed the Tutorial window [skip ci] * feat: distributed authority sample - adding assembly definitions [MTT-8945] (#207) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * adding explicitly inputsystem to player assembly * Usecases design feedback for out-of-experimental release (MTT-7498) (#209) * chore: updated link in tutorials so it points at more recent RPCs * chor: made font bigger in NetvarVsRPC scene, and rmeoved unneeded prefabs property overrides * chore: added reminder text in completion dialogues to redirect to tutorials * [MTT-8878] [MTT-8909] Feat: Distributed Authority sample Blockout + VFX (#206) * consolidating settings folders * feat: completed first draft of blockout * LODs, 3 VFX, Lighting and post-processing * Updated LODs to be single contained FBXs, removed VFX from scene, rebaked lighting * Fix shader warnings * Fixed statue mesh warnings, removed statue LODs, fixed Toon_Shaking shader warnings * delete unneeded assets * Overriding prefabs in order to be able to remove ProBuilder, remove ClickToPlace script * Changed: moved extracted ProMeshBuilder meshes into different folders and deleted extra folder, imported adjusted toonshaders, deleted smoke shadergraph and adjusted effected materials to use fire shadergraph and changed settings --------- Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> * feat: Distributed Authority Sample Avatar interactions (pick up & throw) [MTT-8905] [MTT-8884] (#208) * asmdefs generated with dependencies mapped * one unnecessary dependency removed * renaming asmdefs & adding input assemblyinfo * avatar-side pickup/toss of pickupable object * adding a pickupable object, EnvironmentTransform, to scene with a spawner * adding explicitly inputsystem to player assembly * [MTT-8908] Feat: Adding PigChef character and necessary animations (#205) * import PigChef plus dependencies, deleted scripts, WIP cleanup PigChef prefab * removed unnecessary assets, adjusted AnimatorController for PigChef, added basic ThirdPersonController and Rigidbody * feat: adjusted Animator settings (adding parameters and states), creating arm rigs setup and carryable object template * added: pickup animation * adding source animation files pickup and throw animation source Maya files * Updated pickup animation Includes the new bone PickupLocation as child of the Hips bone with animation for being picked up * animation update keyframes updated * Added: set up pickup functionality with fixedjoint, added PickUpItem tag and pickup locations on PigChef and CarryableObjectTemplate also added move VS running * added ThirdPersonRBController script * Updates to prop carrying Animation adjustments for carrying. Prefab adjustments for prop alignment * removed: cloudproject link * added throw animation Includes Maya source files and FBX for Unity * walk and run animation updates Added keyframes for PickupLocation * animation update Idle animation has a better pose for carrying the object * feat: Added carry, drop and throw functionality, adjusted idle animation and added Rig animation functionality for Carrying * adjusting rotations and positions of pottery hand locations * animation updates idle pose updates * fixed animator bug with throw not playing and polished walk and run animations clips and animator controller updated * adjusted colliders from items, angle of pickup and pickup collider * animation updates for carrying and throwing, AnimatorController state machine changes Added anticipation to the throw. Now an Animation Event needs to be added so it throws at the correct time. Also fixed facial animation keyframes. Duplicate "_Rig" versions of the carry and throw clips are made in order to keyframe the IK rig. * pottery prefab update removed vertical offset * created AnimationEvent for ThrowAction * chest prefab updates fine tuned hand attachment points * added PickupLocation to PigChef prefab, adjusted throw logic to enable split throw animation * Animation clip updates and Animator Controller updates for throwing on upper body only Adjusted idle clip pose to remove pop when transitioning to walk/run. Split throw animation into two parts and removed lower body channels from the clips. Updated Animator Controller to play throw anticipation immediately when the button is pressed and throw release clip is played when the button is released. * face animation fixes keyframed eyes and mouth closed in all clips * animation polish adjusted idle pose to more closely match the walk pose * deleting unnecessary transition in controller, slight controller script adjustments * fixing throw force proportional to heldTime * animation polish Removed pop in blending when dropping a carried object. * fix: cleaned up script and added dead zone to remove unwanted auto rotation * removed unneeded extra idle layer * fixed transition conditions Transition from jump landing to walk and idle now have the conditions based on the Move parameter * added groundLayer * removed debugs and adjusted dead zone value * animator controller updates Removed has exit time from jump landing conditions * fixed the problem where jump detached the hands from the carry object All animation states need "write defaults" true. Jump was false, and that was the cause of the problem. * deleting unused assets and changing asset location of CarryableObject script * set Input in Player settings to both input systems so that temp controller used in CharacterTest scene we have in this branch works * reset PlayModeOptions and TimeManager to default, removed .vsconfig * Removed: unneeded cane and chick related assets Changed: Renaming of animation files for consistency and cleanup of animation folder * Added: created Testing scene folder and moved CharacterTest over * Test: creation a new controller to fix errors * Changed: delete old controller, fixed + changed name of new animation controller getting rid of broken text PPtr files * moved ThirdPersonRBController into temp folder and removed audio files * reset time and project settings * Fixed: inconsistent naming * fixed object name (have to take name from original asset which cannot be changed) --------- Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com> * chore: moved "MultiplayerUseCases" sample to the "basic" folder, and updated path in CI scripts * chore: updated changelogs with 1.7.0 release notes chore: updated README accoridng to the changes to Multiplayer Use Cases and Invaders --------- Co-authored-by: Paolo Abela <paolo.abela@unity3d.com> Co-authored-by: Elfi0Kuhndorf <93766359+Elfi0Kuhndorf@users.noreply.github.com> Co-authored-by: harshala-rajesh <104168202+harshala-rajesh@users.noreply.github.com> Co-authored-by: Fernando Cortez <fernando.cortez@unity3d.com> Co-authored-by: Elfi Kühndorf <elfi.kuhndorf@unity3d.com> Co-authored-by: Vlad Neykov <vlad@vladimirneykov.com> Co-authored-by: davehunt-unity <30689100+davehunt-unity@users.noreply.github.com>
2024-08-29 21:44:51 +03:00
- develop