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4,032 Commits over 1,127 Days - 0.15cph!

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
1 Year Ago
Fix compile error by changing #IF UNITY_EDITOR to a convar `UploadAnalytics`
1 Year Ago
Add `InstancedRenderComponent` to manually configure renderers used for instanced rendering Keep automatic conversion for building blocks
1 Year Ago
Send simple network updates when flags, building grade or conditional models (modelstate) changes
1 Year Ago
Add `global building block` field to baseEntity to manually mark entities for cut down global networking Set high walls & barricades as global
1 Year Ago
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1 Year Ago
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1 Year Ago
Disable renderer batch too
1 Year Ago
Disable grey placeholder mesh in building blocks
1 Year Ago
Fix entities not being deleted
1 Year Ago
Send building block snapshot when they first join Ghetto fixes to work in standalone build (render manager prefab wasn't spawning)
2 Years Ago
Should convert all renderers of prefabs, such as reflections
2 Years Ago
Misc fixes
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Fix entity updates Add `rendercube` command for testing Fix guide for building having disabled MeshRenderers
2 Years Ago
merge from main -> analytics_held_items
2 Years Ago
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2 Years Ago
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
2 Years Ago
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet Shadows now work
2 Years Ago
Add the GlobalRendering component as an entity Spawn on server as important entity
2 Years Ago
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Copy over shaders from original `global_networking` branch to fix indirect rendering
2 Years Ago
Enable GPU instancing on more building mats Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
2 Years Ago
Enable GPU instancing on building skins Only use highest LOD rather than rendering them all at once (as we don't support LODs yet) Automatically disable normal MeshRenderers in the prefabs we convert
2 Years Ago
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes InstancedRenderScheduler added to scene as singletoncomponent Create renderers on startup Now renders stuff and somewhat works
2 Years Ago
Refactoring & auto ingest all building block prefabs into the instanced render system
2 Years Ago
Send respawn options to player when they first connect to server
2 Years Ago
merge from skinradius_cmd_2 -> main