userJake_Richcancel
reporust_rebootcancel

3,110 Commits over 915 Days - 0.14cph!

1 Year Ago
Move PreProcess after the prefab gets set to 0,0,0 to allow normal localToWorld
1 Year Ago
Add `Transform.LocalPrefabToRoot()` extension method to calculate localToWorld regardless of prefab's world position Remove hack of setting prefabs to 0,0,0 before we PreProcessed them when isolating problems Ensure LODs are ordered when processing them
1 Year Ago
Converted worldToLocal -> localToWorld
1 Year Ago
With matricies but still the same broken positions!
1 Year Ago
Got it "working" again Job system runs on main thread til we figure out NativeList Fix building blocks & prefabs not registering Warmup prefabs in the editor manually based on network updates
1 Year Ago
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState Fixed prefabs that are no longer SingletonComponents
1 Year Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
1 Year Ago
Implemented skeleton of a job based frustum culling & lod culling system
1 Year Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
1 Year Ago
Update all building block prefabs with InstancedMeshFilter
1 Year Ago
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
1 Year Ago
Update editor tool to convert prefabs to InstancedMeshFilter
1 Year Ago
Beginning of massive refactor to support all entities & all types of world prefabs
1 Year Ago
Show instanced renderers, meshes, triangles & verticies drawn per frame with `perf 7`
1 Year Ago
Changed `global_networking` to a startup parameter that enabled/disables instanced rendering completely
1 Year Ago
Disable global rendering on barricade prefabs Add "global_rendering" convar to disable renderers using the lowest LOD Fix instanced rendering outside of network range defaulting to the highest LOD instead of lowest LOD
1 Year Ago
Compile fix
1 Year Ago
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
1 Year Ago
Trying to profile an error that turned out to be corrupted asset bundles
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Fix "Native Collection not disposed" error (forgot to dispose a NativeArray) Fix compilation error on client
1 Year Ago
Refactor `InstancedEntityRenderScheduler` into `InstancedEntityScheduler` and `InstancedRenderScheduler` First cleanup of code
1 Year Ago
All instanced rendering commands restricted to admins
1 Year Ago
Fix windmill scale being wrong as we weren't taking the full scale of individual MeshRenderers into account
1 Year Ago
Controlling colors from C# sorta works.... but not really
1 Year Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
1 Year Ago
Disable instanced rendering on concrete barricade & sandbag (they have skins)
1 Year Ago
Remove old "windmill_main" model from windmill
1 Year Ago
Enable GPU instancing on windmill material Use total scale of mesh instead of only localScale of renderer gameobject
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Fixed rotation of certain entities being incorrect Removed useless Dictionary<NetworkableId,GlobalEntityData>
1 Year Ago
Fixes for client only & server only errors
1 Year Ago
Additional build options to allow walking away from PC - Windows Client + Client Bundles - Windows Server + Server Bundles - Windows Client + Server + Bundles
1 Year Ago
Enable instanced rendering on sam sites & windmills (using static mesh instead of skinned)
1 Year Ago
Fix instanced render data not being added in `InstancedOutsideNetworkRange` mode
1 Year Ago
Enable GPU instancing on more materials
1 Year Ago
Disabled instanced mesh tracking for animated enitites to keep it simple
1 Year Ago
Converting prefabs & materials to try and get them to spawn instanced when the entity is killed
1 Year Ago
Implement switching to instanced rendering only when an entity leaves network range Also support using instanced rendering the whole time but switching from highest -> lowest LOD when entity leaves network range
1 Year Ago
Ghetto fix for doors reseting to default position when they send a network update when opened
1 Year Ago
Instanced rendering now works with animated entities (doors) Grabs new position & rotation via transform.hasChanged (needs better solution long term) Add `InstancedmeshTracker` component that tracks each moving mesh of an entity Support multiple of the same mesh per entity (when deleting & updating) Fix foundations not having all meshes deleted Send raw position of global building entities instead of network position
1 Year Ago
Better warnings when mesh renderers aren't matched up Use `GameManager.client.FindPrefab()` instead of `GameObjectRef.Get()` when disabling render components to avoid editing the real prefab
1 Year Ago
Forgot to assign skin when sending global entity to client
1 Year Ago
Fixed normal renderers not actually being disabled (broke after moving disabling to PreProcess)
1 Year Ago
Add ability to disable instanced rendering for a prefab via InstancedMeshFilter
1 Year Ago
Renamed InstancedRenderComponent to InstancedMeshFilter Material & prefab changes after enabling GPU instancing / using InstancedMeshFilter
1 Year Ago
Throw error instead of auto enabling GPU instancing (incase they don't spawn prefab while in editor and miss it)
1 Year Ago
Multiple materials will work with indirect rendering too Don't global network doors by default Send global network when entity is first spawned Automatically enable GPU instancing on materials when used with instanced rendering
1 Year Ago
Fix instanced rendering to work with multiple materials
1 Year Ago
merge from main -> global_networked_bases