userJake_Richcancel
branchrust_reboot/main/global_networkingcancel

28 Commits over 212 Days - 0.01cph!

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