userJake_Richcancel
branchrust_reboot/main/global_networked_basescancel

377 Commits over 153 Days - 0.10cph!

9 Months Ago
Fix wooden shopfront door
9 Months Ago
Fix all door prefabs - external gates - cell door - garage door - square + triangle ladder hatch - fence door - double doors
9 Months Ago
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
9 Months Ago
Remove instanced rendering from sleeping bag
9 Months Ago
Network++
9 Months Ago
Added `OnKilled()` hook to BaseNetworkable so it broadcasts deleted building blocks outside of network range & doesn't send them when you reconnect
9 Months Ago
Change `LogError` to `LogWarning` when calling Initialize twice
9 Months Ago
Remove `StripEmptyChildren` component from doors: was causing NRE when trying to attach codelock / keylock
9 Months Ago
Change shadow material from `watersplash-1` to `shadows`
9 Months Ago
Some ints not reset when disconnecting from server
9 Months Ago
Missed clearing recycledCells list
9 Months Ago
Fixed some Dictionarys not cleared when disconnecting Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
9 Months Ago
Fix `print_global_entities` not actually printing the output
9 Months Ago
Fix error / crash when reconnecting to server
9 Months Ago
Missing whitespace at end of .meta?
9 Months Ago
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
9 Months Ago
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
9 Months Ago
Merge from main -> global_networked_bases
9 Months Ago
Cleanup
9 Months 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)
9 Months Ago
Add `supportsComputeShaders` to client performance analytics
9 Months Ago
Fix menu slider for "building distance" not having correct translate phrase
9 Months Ago
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
9 Months Ago
Added `global_networked_bases` convar to disable networking of global building blocks server side
9 Months Ago
Log time taken to send all global entities to players
9 Months Ago
Run codegen after merge
9 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
#UNITY_EDITOR fixes
10 Months 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`
10 Months Ago
Reconvert building blocks for instanced rendering Mark roofs & windows as "global networked" (again?)
10 Months Ago
Start removing instanced rendering configs from non building block entities
10 Months Ago
Move culling mesh counts to GPUCulling class Remove all workshop skin support since it is causing issues & we can do it properly later
10 Months Ago
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
10 Months Ago
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
10 Months Ago
Update DrawCall buffer from CPU every frame for stability Fix typo in GPUBuffer<> wrapper
10 Months 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
10 Months Ago
Write the entire DrawCall array to the ComputeBuffer when it expands
10 Months Ago
Some more cleanup Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
10 Months 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
10 Months Ago
Adding some debug while chasing down building blocks being rendered with the wrong mesh
10 Months 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
10 Months Ago
Cherrypick 85500 & 85501 (2021 compile fixes & remove BeginWrite)
10 Months Ago
Merge gpu_culling into global_networked_bases
10 Months Ago
Rename all instanced debug commands & remove redundant ones Reimplement debugging commands with the new class structure & cell allocator
10 Months Ago
Re-enable burst on culling jobs
10 Months 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)
10 Months Ago
Disable burst for all culling jobs
10 Months Ago
Added instanced rendering inside the SceneView (only runs inside editor)
10 Months Ago
Merge cell_pooling -> global_networked_bases
10 Months Ago
Merge cell_pooling -> global_networked_bases