branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

2 Years Ago
Disable instancing on deployables it was unintentionally left on Enable instancing & global networking on large furnace
2 Years Ago
Add button in editor to list every prefab with instanced rendering enabled
2 Years Ago
Remove instancing from metal shopfront due to glass not working & incase it murders performance if I fix it
2 Years Ago
Fix wooden shopfront door
2 Years Ago
Fix all door prefabs - external gates - cell door - garage door - square + triangle ladder hatch - fence door - double doors
2 Years Ago
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
2 Years Ago
Remove instanced rendering from sleeping bag
2 Years Ago
Network++
2 Years Ago
Added `OnKilled()` hook to BaseNetworkable so it broadcasts deleted building blocks outside of network range & doesn't send them when you reconnect
2 Years Ago
Change `LogError` to `LogWarning` when calling Initialize twice
2 Years Ago
Remove `StripEmptyChildren` component from doors: was causing NRE when trying to attach codelock / keylock
2 Years Ago
Change shadow material from `watersplash-1` to `shadows`
2 Years Ago
Some ints not reset when disconnecting from server
2 Years Ago
Missed clearing recycledCells list
2 Years Ago
Fixed some Dictionarys not cleared when disconnecting Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
2 Years Ago
Fix `print_global_entities` not actually printing the output
2 Years Ago
Fix error / crash when reconnecting to server
2 Years Ago
Merge from main
2 Years Ago
Native collection allocation / free fixes (we were not cleaning things up correctly when leaving and re-joining a server)
2 Years Ago
Fixed issues with construction guides not preserving shadowCastingMode, receiveShadows and lightProbeUsage from their source (causing shadow proxies to render as duplicate guide meshes)
2 Years Ago
Removing unused / commented out code (InstancedEntityScheduler in DoGameSetup)
2 Years Ago
Fixed BuildingBlock.currentGrade early exit when null
2 Years Ago
Renmoving unused code (InstancedMeshTracker)
2 Years Ago
Merge from main
2 Years Ago
Added maxpacketsize_globaltrees and maxpacketsize_globalentities convars so we can test larger chunk sizes
2 Years Ago
Renamed GlobalNetworkHandler.MaxPerPacket to maxEntitiesPerPacket and made it const Comment fix == vs >=
2 Years Ago
Fixed profiler sample mismatch in SendEntityDelete
2 Years Ago
Missing whitespace at end of .meta?
2 Years Ago
Renamed `StripChildren` to `StripEmptyChildren` to clear up function of component Fix empty children stripping to ensure normal stripping runs before empty gameobject stripping
2 Years Ago
Pooling fixes
2 Years Ago
Fix GlobalNetworkHandler not picking up all entities when first loaded into an existing save
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Cleanup
2 Years Ago
Mark if mesh is the highest LOD Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
2 Years Ago
Add `supportsComputeShaders` to client performance analytics
2 Years Ago
Fix menu slider for "building distance" not having correct translate phrase
2 Years Ago
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
2 Years Ago
Added `global_networked_bases` convar to disable networking of global building blocks server side
2 Years Ago
Log time taken to send all global entities to players
2 Years Ago
Run codegen after merge
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Fixed cullAllChildren not always culling all children (anything I say here will only make things worse)
2 Years Ago
Tiny optimization in PrefabPreProcess when cullAllChildren is true (not what it sounds like)
2 Years Ago
Fixed --instanced-rendering not enabling instanced rendering
2 Years Ago
Merge from main
2 Years Ago
#UNITY_EDITOR fixes
2 Years Ago
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index Rename `sliceIndexes` -> `renderSlices` Rename `sliceLengths` -> `sliceCounts`
2 Years Ago
Reconvert building blocks for instanced rendering Mark roofs & windows as "global networked" (again?)
2 Years Ago
Start removing instanced rendering configs from non building block entities
2 Years Ago
Move culling mesh counts to GPUCulling class Remove all workshop skin support since it is causing issues & we can do it properly later