branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

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