branchrust_reboot/main/global_networked_basescancel
18 Commits over 0 Days - ∞cph!
Removing unused MeshAllocator instance in VirtualMeshScheduler
Use the correct CellAllocator instance when computebuffer_setdata_immediate is false
Added computebuffer_setdata_immediate convar (does what the name says), defaults to true on OSX since SetData seems to have a ton of memory overhead in Unity's OSX implementation
Enabled instanced rendering on OSX by default again
GPUBuffer data preservation / copy when expanding is now optional
Fixed FreeNativeMemory before AllocateNativeMemory in a few subclasses
Fixed a few == vs <= "better safe than sorry" cases
PreCullJob now runs after LateUpdate instead of after Update so changes in LateUpdate doesn't mess things up
Fixed DrawCallManager.AddDrawCall not immediately updating if it was resized
Disabled by default on OSX standalone until we sort out the memory leak
Fixed some issues with --normal-rendering
Native collection allocation / free fixes (we were not cleaning things up correctly when leaving and re-joining a server)
Fixed issues with construction guides not preserving shadowCastingMode, receiveShadows and lightProbeUsage from their source (causing shadow proxies to render as duplicate guide meshes)
Removing unused / commented out code (InstancedEntityScheduler in DoGameSetup)
Fixed BuildingBlock.currentGrade early exit when null
Renmoving unused code (InstancedMeshTracker)
Added maxpacketsize_globaltrees and maxpacketsize_globalentities convars so we can test larger chunk sizes
Renamed GlobalNetworkHandler.MaxPerPacket to maxEntitiesPerPacket and made it const
Comment fix
== vs >=
Fixed profiler sample mismatch in SendEntityDelete
Fixed cullAllChildren not always culling all children (anything I say here will only make things worse)
Tiny optimization in PrefabPreProcess when cullAllChildren is true (not what it sounds like)
Fixed --instanced-rendering not enabling instanced rendering