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4,131 Commits over 1,219 Days - 0.14cph!

2 Years Ago
Disable global rendering on barricade prefabs Add "global_rendering" convar to disable renderers using the lowest LOD Fix instanced rendering outside of network range defaulting to the highest LOD instead of lowest LOD
2 Years Ago
Compile fix
2 Years Ago
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
2 Years Ago
Trying to profile an error that turned out to be corrupted asset bundles
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Fix "Native Collection not disposed" error (forgot to dispose a NativeArray) Fix compilation error on client
2 Years Ago
Refactor `InstancedEntityRenderScheduler` into `InstancedEntityScheduler` and `InstancedRenderScheduler` First cleanup of code
2 Years Ago
All instanced rendering commands restricted to admins
2 Years Ago
Fix windmill scale being wrong as we weren't taking the full scale of individual MeshRenderers into account
2 Years Ago
Controlling colors from C# sorta works.... but not really
2 Years Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
2 Years Ago
Disable instanced rendering on concrete barricade & sandbag (they have skins)
2 Years Ago
Remove old "windmill_main" model from windmill
2 Years Ago
Enable GPU instancing on windmill material Use total scale of mesh instead of only localScale of renderer gameobject
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Fixed rotation of certain entities being incorrect Removed useless Dictionary<NetworkableId,GlobalEntityData>
2 Years Ago
Fixes for client only & server only errors
2 Years Ago
Additional build options to allow walking away from PC - Windows Client + Client Bundles - Windows Server + Server Bundles - Windows Client + Server + Bundles
2 Years Ago
Enable instanced rendering on sam sites & windmills (using static mesh instead of skinned)
2 Years Ago
Fix instanced render data not being added in `InstancedOutsideNetworkRange` mode
2 Years Ago
Disabled instanced mesh tracking for animated enitites to keep it simple
2 Years Ago
Enable GPU instancing on more materials
2 Years Ago
Converting prefabs & materials to try and get them to spawn instanced when the entity is killed
2 Years Ago
Implement switching to instanced rendering only when an entity leaves network range Also support using instanced rendering the whole time but switching from highest -> lowest LOD when entity leaves network range
2 Years Ago
Ghetto fix for doors reseting to default position when they send a network update when opened
2 Years Ago
Instanced rendering now works with animated entities (doors) Grabs new position & rotation via transform.hasChanged (needs better solution long term) Add `InstancedmeshTracker` component that tracks each moving mesh of an entity Support multiple of the same mesh per entity (when deleting & updating) Fix foundations not having all meshes deleted Send raw position of global building entities instead of network position
2 Years Ago
Better warnings when mesh renderers aren't matched up Use `GameManager.client.FindPrefab()` instead of `GameObjectRef.Get()` when disabling render components to avoid editing the real prefab
2 Years Ago
Forgot to assign skin when sending global entity to client
2 Years Ago
Fixed normal renderers not actually being disabled (broke after moving disabling to PreProcess)
2 Years Ago
Add ability to disable instanced rendering for a prefab via InstancedMeshFilter
2 Years Ago
Renamed InstancedRenderComponent to InstancedMeshFilter Material & prefab changes after enabling GPU instancing / using InstancedMeshFilter
2 Years Ago
Throw error instead of auto enabling GPU instancing (incase they don't spawn prefab while in editor and miss it)
2 Years Ago
Multiple materials will work with indirect rendering too Don't global network doors by default Send global network when entity is first spawned Automatically enable GPU instancing on materials when used with instanced rendering
2 Years Ago
Fix instanced rendering to work with multiple materials
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Fix compile error by changing #IF UNITY_EDITOR to a convar `UploadAnalytics`
2 Years Ago
Add `InstancedRenderComponent` to manually configure renderers used for instanced rendering Keep automatic conversion for building blocks
2 Years Ago
Send simple network updates when flags, building grade or conditional models (modelstate) changes
2 Years Ago
Add `global building block` field to baseEntity to manually mark entities for cut down global networking Set high walls & barricades as global
2 Years Ago
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2 Years Ago
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2 Years Ago
Disable renderer batch too
2 Years Ago
Disable grey placeholder mesh in building blocks
2 Years Ago
Fix entities not being deleted
2 Years Ago
Send building block snapshot when they first join Ghetto fixes to work in standalone build (render manager prefab wasn't spawning)
2 Years Ago
Should convert all renderers of prefabs, such as reflections
2 Years Ago
Misc fixes
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Fix entity updates Add `rendercube` command for testing Fix guide for building having disabled MeshRenderers
2 Years Ago
merge from main -> analytics_held_items