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

2 Years Ago
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2 Years Ago
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
2 Years Ago
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet Shadows now work
2 Years Ago
Add the GlobalRendering component as an entity Spawn on server as important entity
2 Years Ago
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Copy over shaders from original `global_networking` branch to fix indirect rendering
2 Years Ago
Enable GPU instancing on more building mats Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
2 Years Ago
Enable GPU instancing on building skins Only use highest LOD rather than rendering them all at once (as we don't support LODs yet) Automatically disable normal MeshRenderers in the prefabs we convert
2 Years Ago
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes InstancedRenderScheduler added to scene as singletoncomponent Create renderers on startup Now renders stuff and somewhat works
2 Years Ago
Refactoring & auto ingest all building block prefabs into the instanced render system
2 Years Ago
Send respawn options to player when they first connect to server
2 Years Ago
merge from skinradius_cmd_2 -> main
2 Years Ago
Added `upgrade_radius` based on the same code as `skin_radius`
2 Years Ago
Redo skin_radius command in a way that won't cause merge conflicts
2 Years Ago
Fix merge
2 Years Ago
merge from main -> skinradius_cmd
2 Years Ago
Removed old button to unclaim public beds
2 Years Ago
More cleanup and refactoring
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Apply #if CLIENT to SleepingBagButton fix compile errors in #SERVER
2 Years Ago
merge from main -> sleeping_bag_delete_tooltip
2 Years Ago
Move conversion code from RendererLOD into normal code so we can dynamically convert all building block prefabs at runtime Move refactoring / cleanup
2 Years Ago
Rename teammates -> team
2 Years Ago
Fix bag quota counting too many bags Added toast when you assign a bag to another player
2 Years Ago
Change "bag gifting" option to from "friends" -> "teammates"
2 Years Ago
Apply to twig foundation
2 Years Ago
Added InstancedMeshFilter component (needs better name) & an editor tool to grab all meshes, materials & lods from RendererLOD(s) and store in the new PrefabAttribute
2 Years Ago
Start cleaning up code and move to properly named branch
2 Years Ago
Show tooltip if a player doesn't hold down the button to delete a bag
2 Years Ago
Include biome of building block when color is applied
2 Years Ago
Analytics for color of shipping container when built with last used color or when recolored with spray can
2 Years Ago
Analytics when a player unclaims their bag / bed
2 Years Ago
Block switching hotbar item while context menu is open
2 Years Ago
Fixed setting context menu binds occasionally resetting normal binds
2 Years Ago
Add default binds for +prevskin and +nextskin
2 Years Ago
Fix wiretool showing sleeping bag quota
2 Years Ago
merge from main -> respawn_changes
2 Years Ago
Fix merge
2 Years Ago
merge from main -> skinradius_cmd
2 Years Ago
Don't upload stats in the editor, however keep rest of serialization code
2 Years Ago
Fix pooling in PlayerAggregate
2 Years Ago
Log items in hotbar, worn clothing & active item
2 Years Ago
Fixed sleeping bags not actually being assigned to other players
2 Years Ago
Ensure sleeping bag quota is counted across server restart as well as when placed down
2 Years Ago
Disable DeleteButton in prefab & remove SetActive(false) from OnEnable()
2 Years Ago
Fix NRE when opening map with sleeping bag on it
2 Years Ago
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2 Years Ago
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2 Years Ago
Split CustomNetworkHandler.cs into two files: one for client & one for server