branchrust_reboot/prereleasecancel
140 Commits over 212 Days - 0.03cph!
Fixed player preview (deferred LDR alpha)
Fixed all shader warnings related to the use of UNITY_MATRIX_MVP and UNITY_MATRIX_MV
Fixed LDR rendering in player preview
More shader updates/fixes
Fixed billboard shadows
Fixed ST/foliage deferred transmission
Fixed some merge fixes (cs19123); fixed shader level not working
Fixed some cginc and shader outdated from main; touched rust/std
Fixed pink glass cube on craggy's scene
Fixed grass and foliage shaders
Fixed shader merge again
Script u5.6 auto-update fixes
Deleted name conflicted files
Merged shader changes from main
Fixed water rendering
Fixed deferred mesh decal rendering
Merged shader changes from main
Fixed shaders after merge + parity with main
Tweaked base player culling spheres for sleeping and wounded states
Disabled culling by default; tweaked min cull dist
Updated native renderer binaries
Merged latest occlusion culling
Fixed culling grid cells starting state
Culling cross project portability fix
Fixed player and npc culling single frame delay
Fixed dimensions of color surface mismatch error spam when scene and view are visible simultaneously (editor only)
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Added occluders to relevant building core prefabs
Fixed a bunch of culling bugs for both player and npc + small optimizations
Added frequency controlled culling bounds refresh
Added playercull style minimum cull distance, sleeper dist, etc
Now disabling child animators as well
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Enabled instancing on remaining materials
Enabled instancing on decals, structures, props and some prefabs
Enabled instancing on nature materials
Enabled instancing on effect materials
Enabled instancing for prop materials
Added instancing toggle to our custom shadergui in parity with unity standard
Enabled instancing for building materials
Added opaque sort mode option to Main Camera component
Enabled instancing again on some rocks (has to be done via material now...)
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)
Fixed server compilation
Made thirdparty occlusion culling portable again
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Fixed handling bug when dynamic occludees are destroyed
Fixed placed entity spawn pos/rot being reset
Fixed shader compile error in edge detect shader (vulkan)
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor
Fixed white background on player preview