userJake_Richcancel
branchrust_reboot/main/global_networked_basescancel

377 Commits over 153 Days - 0.10cph!

1 Year Ago
Fix wooden shopfront door
1 Year Ago
Fix all door prefabs - external gates - cell door - garage door - square + triangle ladder hatch - fence door - double doors
1 Year Ago
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
1 Year Ago
Remove instanced rendering from sleeping bag
1 Year Ago
Network++
1 Year Ago
Added `OnKilled()` hook to BaseNetworkable so it broadcasts deleted building blocks outside of network range & doesn't send them when you reconnect
1 Year Ago
Change `LogError` to `LogWarning` when calling Initialize twice
1 Year Ago
Remove `StripEmptyChildren` component from doors: was causing NRE when trying to attach codelock / keylock
1 Year Ago
Change shadow material from `watersplash-1` to `shadows`
1 Year Ago
Some ints not reset when disconnecting from server
1 Year Ago
Missed clearing recycledCells list
1 Year Ago
Fixed some Dictionarys not cleared when disconnecting Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
1 Year Ago
Fix `print_global_entities` not actually printing the output
1 Year Ago
Fix error / crash when reconnecting to server
1 Year Ago
Missing whitespace at end of .meta?
1 Year Ago
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
1 Year Ago
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Cleanup
1 Year Ago
Mark if mesh is the highest LOD Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
1 Year Ago
Add `supportsComputeShaders` to client performance analytics
1 Year Ago
Fix menu slider for "building distance" not having correct translate phrase
1 Year Ago
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
1 Year Ago
Added `global_networked_bases` convar to disable networking of global building blocks server side
1 Year Ago
Log time taken to send all global entities to players
1 Year Ago
Run codegen after merge
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
#UNITY_EDITOR fixes
1 Year Ago
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index Rename `sliceIndexes` -> `renderSlices` Rename `sliceLengths` -> `sliceCounts`
1 Year Ago
Reconvert building blocks for instanced rendering Mark roofs & windows as "global networked" (again?)
1 Year Ago
Start removing instanced rendering configs from non building block entities
1 Year Ago
Move culling mesh counts to GPUCulling class Remove all workshop skin support since it is causing issues & we can do it properly later
1 Year Ago
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
1 Year Ago
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
1 Year Ago
Update DrawCall buffer from CPU every frame for stability Fix typo in GPUBuffer<> wrapper
1 Year Ago
Refactor & organize computebuffers with GpuBuffer<T> wrapper to ensure type safety & standardize the way computebuffers are expanded & created Always clear the full memory of a ComputeBuffer when it is created Default copy the existing ComputeBuffer over to the new one when expanding it
1 Year Ago
Write the entire DrawCall array to the ComputeBuffer when it expands
1 Year Ago
Some more cleanup Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
1 Year Ago
Write IndirectArgs inside a separate compute shader Fix submeshes not having their indirect args properly offset Refactor to clean up compute shaders Clear temp buffer before culling
1 Year Ago
Adding some debug while chasing down building blocks being rendered with the wrong mesh
1 Year Ago
Fix flickering by using a separate buffer in the middle of culling & clearing separate buffer with a separate compute shader Small refactoring of compute shaders
1 Year Ago
Cherrypick 85500 & 85501 (2021 compile fixes & remove BeginWrite)
1 Year Ago
Merge gpu_culling into global_networked_bases
1 Year Ago
Rename all instanced debug commands & remove redundant ones Reimplement debugging commands with the new class structure & cell allocator
1 Year Ago
Re-enable burst on culling jobs
1 Year Ago
Fix RendererArray having initial capacity of 32k instead of 512 (typo) causing other arrays not to be resized alongside it Fix DrawCallArray not resizing immediately after adding draw call Fix IndirectArgs not scaling to 5x the size of the draw calls (for 5 uint each draw call)
1 Year Ago
Disable burst for all culling jobs
1 Year Ago
Added instanced rendering inside the SceneView (only runs inside editor)
1 Year Ago
Merge cell_pooling -> global_networked_bases
1 Year Ago
Merge cell_pooling -> global_networked_bases