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3,110 Commits over 915 Days - 0.14cph!

1 Year Ago
Converted conditional model prefabs
1 Year Ago
Fix prefab converter missing conditional models for building blocks (mainly foundation walls)
1 Year Ago
Furnace lit material
1 Year Ago
Fix ConstructionPlaceholder renderers not being removed
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Remove EmissionToggle component on instanced prefabs Prevent PlanterBox from trying to update material when instanced
1 Year Ago
Re-convert cliffs as InstancedMeshFilter was missing from RendererLOD for some reason
1 Year Ago
Fix formatting of debug of renderers
1 Year Ago
Fix PrefabPreProcess using Cast<> instead of OfType<> Add debug command to print all renderers and number of meshes they are rendering
1 Year Ago
Client & Server compile fixes
1 Year Ago
Fixed so doors (and other placeholder entities) will always show default skin outside of network range Massively simplify render component stripping for instanced prefabs Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
1 Year Ago
Prefabs updated after removing field
1 Year Ago
Remove "HideInsideNetworkRange" field
1 Year Ago
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent` Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
1 Year Ago
Workshop skins work (but a hacky way)
1 Year Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Convert rug, landmind & floor spikes
1 Year Ago
Right click option will handle multiple selected prefabs
1 Year Ago
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
1 Year Ago
Manually convert doors and mark as "normal rendering in network range"
1 Year Ago
Can now right click individual prefabs and convert them with the right click context menu Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch) Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
1 Year Ago
Don't run OnPreCull unless in playmode (errors)
1 Year Ago
One inverted bool convar = hour of debugging
1 Year Ago
Manually convert doors
1 Year Ago
Convert some building prefabs & mats
1 Year Ago
Fix prefab converter, add option for some building prefabs
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Cherry pick 84602 (BeginWrite called twice)
1 Year Ago
Cleanup
1 Year Ago
ComputeBuffer.BeginWrite will call warning if it is called twice before EndWrite is called
1 Year Ago
Convert sam site bottom to RendererLOD Update sam site prefab with new InstancedMeshFilter
1 Year Ago
Fix entity update being recieved before global network update
1 Year Ago
Cleanup
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Fix entity configs not being added & windmill prefab updated
1 Year Ago
Prefabs being migrated to new format in a separate commit
1 Year Ago
Change `InstancedMeshFilter` from List<Renderer> to single Renderer each and have multiple components Refactor existing code to work the new component data layout
1 Year Ago
Another code fix
1 Year Ago
Code fixes of converter
1 Year Ago
Convert DeployGuide to Graphics.DrawMesh() only to find out it's only used for codelocks Start converting ConstructionPlaceholder over instead Getting ready to convert all InstancedMeshFilter to be applied to every MeshRenderer instead of "one InstancedMeshFilter per prefab"
1 Year Ago
Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
1 Year Ago
Some more deployables
1 Year Ago
Convert a bunch of deployables
1 Year Ago
Convert landmine to rendererlod
1 Year Ago
Support importing MeshLOD into InstancedMeshFilter
1 Year Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
1 Year Ago
Compile fix
1 Year Ago
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
1 Year Ago
Update global_networked_bases/2021