5,115 Commits over 1,461 Days - 0.15cph!
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
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)
Add "rentallrooms" to see performance impact of fully loaded apartment monument
merge from main -> apartment_complex_monument
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
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
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)
Switch basement elevator door in apartment wing to the rusty version (keeping the rest of the elevator doors looking normal)
Create rusty version of apartment elevator door
Fix TMP door decal not being disabled by default on apartment door C
Update apartment elevator prefab with new lift prefab
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
Switch apartment elevator doors from the rusty ones -> normal ones
Radial menu functionally works, need better floor icons than "up" and "down"
- or maybe we put a keypad in, we shall see
Change the RPCs for elevator
- reimplement old -1,+1, bottom, top with relative & absolute floor parameteters
- implement new target floor with absolute floor parameter
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
update apartment_complex_monument/prototype
Fix interior apartment doors showing the room number on the door when they weren't the front foor of the apartment
Fix apartment doors having a TMP submesh inside causing errors at runtime
merge from fix_editor_reflection_probe_delay -> main
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
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
merge from optimize_generate_textures_alloc -> main
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
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)
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Regenerate font with all characters
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Add dripping font for the apartment door numbers
merge from main -> optimize_generate_textures_alloc
Add culling sphere component to the apartments
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
Reconnect apartment doors to apartment prefabs
Put apartment elevator at the end of the wing
- add extra floor for basement
- split apartment floors into their own prefabs
Duplicated second elevator in reception area
Apartment elevator now functional
Start converting props into a functional apartment complex elevator
merge from main -> apartment_complex_monument
Update manifest (prefabs)
Cherrypick CS
151910 (editor toggle button for reflection probe)
Add button to toggle reflection probe in the editor
- default docks top right of scene view beside the other camera buttons
- fixes bad lag when flying around in scene view
Rename room ids from 3 digits -> 2 digits (305 -> 35)
- 2 digits makes it easier to put the room numbers on doors
Convert stool_a to mountable entity
Shift some small apartment props around too
Shift large furniture props into furniture root so they only spawned when rented