branchrust_reboot/main/global_networkingcancel
                         
                     
             
         
     
    
        
28 Commits over 212 Days - 0.01cph!
    
    
        
            
            
            
                
                Split CustomNetworkHandler.cs into two files: one for client & one for server
                
                
                
                
             
         
        
            
            
            
                
                Compile fixes with new network ids and from merge
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> global_networking
                
                
                
                
             
         
        
            
            
            
                
                #SERVER fixes & more refactoring
                
                
                
                
             
         
        
            
            
            
                
                Removing entities works, remove old prototype code not needed / working
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> global_networking
                
                
                
                
             
         
        
            
            
            
                
                Fix conditional models not working due to the way prefabs were read & prefabId mismatches
                
                
                
                
             
         
        
            
            
            
                
                Nevermind we don't need to calculate conditional models clientside
                
                
                
                
             
         
        
            
            
            
                
                Handle entity links in seperate manager with an octree rather than physics lookups
                
                
                
                
             
         
        
            
            
            
                
                Move LoadEntities() call in CustomNetworkHandler
                
                
                
                
             
         
        
            
            
            
                
                Custom renderer works with Matrix4x4 rather than position only
                
                
                
                
             
         
        
            
            
            
                
                Apply more fixes lost to git & now works from server
                
                
                
                
             
         
        
            
            
            
                
                Redo missing code that got lost to the git gods
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> global_networking
                
                
                
                
             
         
        
            
            
            
                
                Fix NativeArray.Resize from merge
                
                
                
                
             
         
        
            
            
            
                
                Fix FPNativeList after merge
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> global_networking
                
                
                
                
             
         
        
            
            
            
                
                Disable prototype that renders giant cube of building blocks
                
                
                
                
             
         
        
            
            
            
                
                Add CustomEntityRenderer component to main camera prefab
                
                
                
                
             
         
        
            
            
            
                
                Fixed rendering at inconsistant positions due to compute buffer type
                
                
                
                
             
         
        
            
            
            
                
                Merge from main -> global_networking
                
                
                
                
             
         
        
            
            
            
                
                Use lowest LOD for building blocks
                
                
                
                
             
         
        
        
            
            
            
                
                Rendering but no color or rotation
                
                
                
                
             
         
        
            
            
            
                
                Attempt to enable instancing in standard shader
                
                
                
                
             
         
        
            
            
            
                
                CustomEntityRenderer works with building blocks and renders in chunks of 1,000
                
                
                
                
             
         
        
            
            
            
                
                Added InstancedEntityRenderer to render entities without gameobjects
                
                
                
                
             
         
        
            
            
            
                
                Send reduced information about building blocks to the client and track in custom network manager