3,110 Commits over 915 Days - 0.14cph!
Change `RenderSlices.Length` to `RendererCount` in the PreCull job
Merge from global_networked_bases -> main
Fix "ghost blocks" appearing due to PreCulling job not reseting slice when a mesh count goes down to 0
Fix errors that kick the player not including the serverAddress to sentry
Include loglevel of error so we can see what errors kick people
Fix "list prefabs" editor button erroring
Disable instancing on ladder
Merge global_networked_bases/proper_disable_command
Add `InstancingConfigComponent` to root level of component
Add option via the config to disable instancing on a prefab
Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing
Also disable instancing on portal prefab
Merge from global_networked_bases -> main
Disable instancing on deployables it was unintentionally left on
Enable instancing & global networking on large furnace
Add button in editor to list every prefab with instanced rendering enabled
Remove instancing from metal shopfront due to glass not working & incase it murders performance if I fix it
Fix wooden shopfront door
Fix all door prefabs
- external gates
- cell door
- garage door
- square + triangle ladder hatch
- fence door
- double doors
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
Standardize `IsInstancingEnabled` and `IsInstancingDisabled` based on convars
Merge from global_networked_bases -> main
Remove instanced rendering from sleeping bag
Added `OnKilled()` hook to BaseNetworkable so it broadcasts deleted building blocks outside of network range & doesn't send them when you reconnect
Merge from global_networked_bases -> main
Change `LogError` to `LogWarning` when calling Initialize twice
Remove `StripEmptyChildren` component from doors: was causing NRE when trying to attach codelock / keylock
Change shadow material from `watersplash-1` to `shadows`
merge main -> experimental
Merge from global_networked_bases -> main
Some ints not reset when disconnecting from server
Missed clearing recycledCells list
Fixed some Dictionarys not cleared when disconnecting
Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
Fix `print_global_entities` not actually printing the output
Fix error / crash when reconnecting to server
Merge from global_networked_bases -> aux2
Missing whitespace at end of .meta?
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component
Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
Merge from global_networked_bases -> aux2
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
Merge from global_networked_bases -> aux2
Merge from main -> global_networked_bases
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
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)
Add `supportsComputeShaders` to client performance analytics
Fix menu slider for "building distance" not having correct translate phrase
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
Added `global_networked_bases` convar to disable networking of global building blocks server side
Log time taken to send all global entities to players