branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

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