userJake_Richcancel

4,144 Commits over 1,219 Days - 0.14cph!

2 Years Ago
Cull meshes based on camera's frustum & cull shadows based on the "sun's frustum" Store bools in bit flags inside culling GPU data
2 Years Ago
Culling shader actually works now! Fix errors when deleting meshes (related to syncing data to the gpu)
2 Years Ago
Although culling is completely incorrect, it writes to IndirectArgs correctly inside the computeshader & renders some parts of the base correct
2 Years Ago
Checkin before I break anything
2 Years Ago
Grab initial attempt at gpu culling from a shelf
2 Years Ago
Rename all instanced debug commands & remove redundant ones Reimplement debugging commands with the new class structure & cell allocator
2 Years Ago
Re-enable burst on culling jobs
2 Years Ago
Fix RendererArray having initial capacity of 32k instead of 512 (typo) causing other arrays not to be resized alongside it Fix DrawCallArray not resizing immediately after adding draw call Fix IndirectArgs not scaling to 5x the size of the draw calls (for 5 uint each draw call)
2 Years Ago
Disable burst for all culling jobs
2 Years Ago
Added instanced rendering inside the SceneView (only runs inside editor)
2 Years Ago
Merge cell_pooling -> global_networked_bases
2 Years Ago
Return List<CellId> to pool when a partition removes the last cell in it's list
2 Years Ago
Merge cell_pooling -> global_networked_bases
2 Years Ago
Fix "RemovePackedCell" -> "RemoveCellWithSpace"
2 Years Ago
Re-convert building block prefabs after merge from main
2 Years Ago
Cherrypick 85266 & 85268 (2021 compile fixes)
2 Years Ago
Added warning instead of error when calling BeginWrite twice Fixed typo and assigning IndirectArgs twice (instead of IndirectExtraArg)
2 Years Ago
Reimplement BeginWrite / EndWrite & 2021 compile errors fixed
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
.meta file
2 Years Ago
Move CellPartition to it's own cs file
2 Years Ago
Add pooling to cell allocator system
2 Years Ago
Fix protobuf after merge
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
2 Years Ago
Merging rewrite back into global_networked_bases
2 Years Ago
Reconverted all building block prefabs & now all roofs work
2 Years Ago
Fixed converter not overwriting buildingblock prefabs when using converting tool
2 Years Ago
Reimplemented LOD level inside InstancedLODState config class
2 Years Ago
Fixed NativeArray of render data not being resized when the computebuffer is resized
2 Years Ago
Fix IndirectExtraArg being multiplied by 5, causing meshes to render on top of eachother
2 Years Ago
Fix typo causing distance culling to use fov scale instead of max distance (culling everything)
2 Years Ago
Fix & refactor cell removal code
2 Years Ago
More refactoring & fixes Fixed IndirectArgs buffer being set to Structured accidently (which silently fails)
2 Years Ago
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities Replaced block allocator with fixed size cell allocator Refactored tons of code to make it readable, organized and reliable
2 Years Ago
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly" Store LOD level of each mesh in `InstanceLODState` Still debugging mesh culling randomly breaking
2 Years Ago
Compile fix
2 Years Ago
Region out client analytics variables that are "assigned but never used" when compiling client
2 Years Ago
Move shadows to their own grids Distance cull both meshes & shadows Only frustum cull meshes
2 Years Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
2 Years Ago
Change InstancedScheduler script update order to near the end Count number of meshes & shadows separately Add number of rendered meshes, shadows & draw calls for instancing to `perf 8` Add average number of meshes & shadows drawn to client performance analytics Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
2 Years Ago
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea) Clamp instanced rendering distance from 500 - 2500 Take lower of draw distance vs instanced render distance when culling Run codegen to apply convar descriptions
2 Years Ago
Add description to all convars
2 Years Ago
Add clientside performance analytics for instanced rendering - culling time - draw calls - render distance - size of compute buffers & arrays - mesh count - prefab count - entity count
2 Years Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
2 Years Ago
Fix meshes with skins registering a extra renderer
2 Years Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
2 Years Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
2 Years Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
2 Years Ago
Cleanup culling code