branchrust_reboot/main/d11_console_version/streamingcancel

115 Commits over 123 Days - 0.04cph!

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