branchrust_reboot/main/global_networkingcancel

30 Commits over 212 Days - 0.01cph!

10 Months Ago
Split CustomNetworkHandler.cs into two files: one for client & one for server
10 Months Ago
Compile fixes with new network ids and from merge
10 Months Ago
merge from main -> global_networking
1 Year Ago
Merge from main -> global_networking
1 Year Ago
#SERVER fixes & more refactoring
1 Year Ago
Removing entities works, remove old prototype code not needed / working
1 Year Ago
Fix conditional models not working due to the way prefabs were read & prefabId mismatches
1 Year Ago
Nevermind we don't need to calculate conditional models clientside
1 Year Ago
Handle entity links in seperate manager with an octree rather than physics lookups
1 Year Ago
Move LoadEntities() call in CustomNetworkHandler
1 Year Ago
Custom renderer works with Matrix4x4 rather than position only
1 Year Ago
Apply more fixes lost to git & now works from server
1 Year Ago
Redo missing code that got lost to the git gods
1 Year Ago
Merge from main -> global_networking
1 Year Ago
Fix NativeArray.Resize from merge
1 Year Ago
Fix FPNativeList after merge
1 Year Ago
Merge from main -> global_networking
1 Year Ago
Disable prototype that renders giant cube of building blocks
1 Year Ago
Add CustomEntityRenderer component to main camera prefab
1 Year Ago
Fixed rendering at inconsistant positions due to compute buffer type
1 Year Ago
Merge from main -> global_networking
1 Year Ago
Use lowest LOD for building blocks
1 Year Ago
Fixed albedo, shadow fix
1 Year Ago
Fixed shadows not rendering.
1 Year Ago
More placeholder stuff
1 Year Ago
Rendering but no color or rotation
1 Year Ago
Attempt to enable instancing in standard shader
1 Year Ago
CustomEntityRenderer works with building blocks and renders in chunks of 1,000
1 Year Ago
Added InstancedEntityRenderer to render entities without gameobjects
1 Year Ago
Send reduced information about building blocks to the client and track in custom network manager