userJake_Richcancel

4,185 Commits over 1,157 Days - 0.15cph!

2 Years Ago
Fix armored double door & triangle ladder hatch prefabs getting "deleted" during a merge from attack heli and then throwing error when you try to respawn
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
Merge lifestory fix to aux2
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
Merge from global_networked_bases -> aux2
2 Years Ago
Cleanup culling code
2 Years Ago
Enable GPU instancing on brick roof material
2 Years Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
More cleanup & hopefully fixes
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Cleanup
2 Years Ago
Fix stackoverflow from typo Fix setting DrawCallCount to material count instead of submesh count
2 Years Ago
Refactor & fix writing IndirectArgs
2 Years Ago
Refactor & fix initialization / cleanup of arrays + compute buffers Fix IndirectArgs not being rewritten after expanding the compute buffer Support renderers that have more submeshes than materials Remove redundant testing convars
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
2 Years Ago
Merge from global_networked_bases -> aux2 (bbq loot panel)
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
2 Years Ago
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
#SERVER compile fixes
2 Years Ago
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers Can use convar at runtime to switch back and forfth Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
2 Years Ago
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
2 Years Ago
Give name to the the instanced CommandBuffer & CommandBuffers created by `CommandBufferSystem` It now renders with the command buffer, just gotta figure out incorrect lighting, multiple meshes overlapping & lighting turning off every 1s
2 Years Ago
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()` Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock (not completely done, more of a stash)
2 Years Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
See if small tweak fixes "virtual mesh not found"
2 Years Ago
Enabling material instancing on a few electrical materials (not custom instancing)
2 Years Ago
Missed the other CS files for `print_prefabs` changes
2 Years Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
2 Years Ago
Use default skinId for ShadowOnly renderers
2 Years Ago
Merge from global_networked_bases -> aux2