branchrust_reboot/main/d11_console_version/streamingcancel
115 Commits over 123 Days - 0.04cph!
Set readableCollisionMeshes flag on server
Added terrain upgrade files (for 2018.3)
Enable collision mesh baking on boat collider
Added code for streaming LODs in before activating them.
Undo exclude_renderers changes which are now unnecessary with Rob's changes to strip out unneeded shader LODs
Change foliage billboard shader back to use D11_INSTANCING_ON (although it doesn't seem to work but we're not using this code path atm anyway)
VFXManager.asset converted back to text (not sure how it ended up as binary)
Update quality settings for 2018.3 (adds asyncUploadPersistentBuffer)
Use native graphics jobs, enable vertex compression on all components and disable unity's static and dynamic batching
Disable renderer batching because it's incompatible with mesh streaming, requires readable meshes and uses lots of memory we can't afford
Added a null check in SoundDefintion.cs because it was causing problems during asset import sometimes
Removed 'log synchronous requests' because it doesn't actually work
Enable vertex compression and streaming on baked mesh assets such as those painted with vertex tools pro (monument interiors use these)
Fixes for switch.cs to respect requested target
Use release configuration for PS4 debug builds (but still enable script debugging)
Tidied up build settings a bit
fix up EnableMeshStreaming
Enable use of asset bundles in the editor
Put all the prefab LOD streaming stuff on the D11_ENABLE_LOD_STREAMING define
Fix for 2018.3 error caused by use of deprecated function in CoreEnvBrdfLut
Merge from main/d11_console_version
Merge from main/d11_console_version
Wrap streaming stuff in D11_ENABLE_LOD_STREAMING
Update eolconversion.conf
Instanced rendering fixes
Strip out unused shader LODs from ps4 & xbone
Added GPU culling/lodding compute shader for instanced rendering
Instanced rendering tests
Trying to fix LOD preprocessing sometimes going wrong by unloading the active scene & any unused assets before doing the build
Prevent double-streaming of LODs
always rebuild prefabs when doing it from the context menu
Removed scriptable build pipeline test stuff (it's rubbish)
Make sure all prefabs that have been added for preprocessing are actually preprocessed
Removed unnecessary check when creating the file system backend.
Make the Frame Debugger act a bit more reliably
Change FindPrefabNames to use the game manifest when D11_PREPROCESS_PREFABS is being used (because assets may not be in the expected location)
merge from d11_console_version
Added defines for D11_PREPROCESS_PREFABS and D11_ENABLE_LOD_STREAMING in case we want to turn them off
Merge from d11_console_version
Added information about which prefabs have preprocessed versions to the game manifest and updated building/loading accordingly
Tidied up "Switch" menu so it works on non-standalone platforms and supports various D11 defines
Fix for loading items list from bundles in editor
Added menu option to build the active config
Renamed AssetIterator to GetAssetImporters
work in progress, only preprocess prefabs that aren't directly referenced by other assets
Fixes for server+client asset bundles and running with bundles in the editor