branchrust_reboot/main/global_networkingcancel
30 Commits over 212 Days - 0.01cph!
Split CustomNetworkHandler.cs into two files: one for client & one for server
Compile fixes with new network ids and from merge
merge from main -> global_networking
Merge from main -> global_networking
#SERVER fixes & more refactoring
Removing entities works, remove old prototype code not needed / working
Fix conditional models not working due to the way prefabs were read & prefabId mismatches
Nevermind we don't need to calculate conditional models clientside
Handle entity links in seperate manager with an octree rather than physics lookups
Move LoadEntities() call in CustomNetworkHandler
Custom renderer works with Matrix4x4 rather than position only
Apply more fixes lost to git & now works from server
Redo missing code that got lost to the git gods
Merge from main -> global_networking
Fix NativeArray.Resize from merge
Fix FPNativeList after merge
Merge from main -> global_networking
Disable prototype that renders giant cube of building blocks
Add CustomEntityRenderer component to main camera prefab
Fixed rendering at inconsistant positions due to compute buffer type
Merge from main -> global_networking
Use lowest LOD for building blocks
Fixed shadows not rendering.
Rendering but no color or rotation
Attempt to enable instancing in standard shader
CustomEntityRenderer works with building blocks and renders in chunks of 1,000
Added InstancedEntityRenderer to render entities without gameobjects
Send reduced information about building blocks to the client and track in custom network manager