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5,122 Commits over 1,461 Days - 0.15cph!

Today
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
Today
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
Today
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
Today
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
Today
Add `printrails` command to print all the railroad meshes currently active
Today
Add profiling markers Destroy mesh instead of assigning to MeshLOD if the railroad LOD is hidden before the mesh generation request finishes
Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
Yesterday
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
Yesterday
Add "rentallrooms" to see performance impact of fully loaded apartment monument
Yesterday
merge from main -> apartment_complex_monument
3 Days Ago
Wrap PathList.CreateMesh() with a request class - preparing to generate and destroy the meshes when the rail segments are loaded by WorldGrid instead of generating all rail meshes at startup and keeping them in memory for the whole session - proxy the normal CreateMesh() method to use the "job" class internally (even though it runs on worker threads instead of the job system) - switched to the NativeArray mesh building methods instead of using MeshCache.Data for storage
3 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
3 Days Ago
Fix compile errors
3 Days Ago
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
3 Days Ago
Disable the HLOD mesh renderer by default so it doesn't show in scene view (can re-enable the component on HLOD_apartment_complex_1.prefab if needed)
3 Days Ago
Switch basement elevator door in apartment wing to the rusty version (keeping the rest of the elevator doors looking normal)
3 Days Ago
Create rusty version of apartment elevator door
3 Days Ago
Fix TMP door decal not being disabled by default on apartment door C
3 Days Ago
Update apartment elevator prefab with new lift prefab
3 Days Ago
Make separate prefab for the elevator lift - swap the buttons to "+1, -1 floor" so they respond when the flags are changed by the radial menu floor selector
3 Days Ago
Switch apartment elevator doors from the rusty ones -> normal ones
3 Days Ago
Radial menu functionally works, need better floor icons than "up" and "down" - or maybe we put a keypad in, we shall see
3 Days Ago
Improve comment
3 Days Ago
Change the RPCs for elevator - reimplement old -1,+1, bottom, top with relative & absolute floor parameteters - implement new target floor with absolute floor parameter
3 Days Ago
Start adding support for elevators to go to a specific floor instead of being limited to -1, +1, bottom, top) - send lift of floors available in the elevator shaft so the client can create a radial menu
3 Days Ago
update apartment_complex_monument/prototype
3 Days Ago
Fix interior apartment doors showing the room number on the door when they weren't the front foor of the apartment
3 Days Ago
Fix apartment doors having a TMP submesh inside causing errors at runtime
4 Days Ago
merge from fix_editor_reflection_probe_delay -> main
4 Days Ago
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
4 Days Ago
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
4 Days Ago
merge from optimize_generate_textures_alloc -> main
4 Days Ago
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
4 Days Ago
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
4 Days Ago
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
4 Days Ago
Regenerate font with all characters
4 Days Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
4 Days Ago
Add dripping font for the apartment door numbers
4 Days Ago
merge from main -> optimize_generate_textures_alloc
4 Days Ago
Add culling sphere component to the apartments
4 Days Ago
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
4 Days Ago
Reconnect apartment doors to apartment prefabs
4 Days Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
4 Days Ago
Duplicated second elevator in reception area
4 Days Ago
Apartment elevator now functional
5 Days Ago
Start converting props into a functional apartment complex elevator
5 Days Ago
merge from main -> apartment_complex_monument
5 Days Ago
Update manifest (prefabs)
5 Days Ago
Update manifest