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4,179 Commits over 1,157 Days - 0.15cph!

1 Year Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Cleanup culling code
1 Year Ago
Enable GPU instancing on brick roof material
1 Year Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
More cleanup & hopefully fixes
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Cleanup
1 Year Ago
Fix stackoverflow from typo Fix setting DrawCallCount to material count instead of submesh count
1 Year Ago
Refactor & fix writing IndirectArgs
1 Year 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
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
1 Year Ago
Merge from global_networked_bases -> aux2 (bbq loot panel)
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
1 Year Ago
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
#SERVER compile fixes
1 Year 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
1 Year 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
1 Year 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
1 Year 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)
1 Year Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
See if small tweak fixes "virtual mesh not found"
1 Year Ago
Enabling material instancing on a few electrical materials (not custom instancing)
1 Year Ago
Missed the other CS files for `print_prefabs` changes
1 Year Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year 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
2 Years Ago
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Add debug to figure out why trees are not showing as billboards
2 Years Ago
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
2 Years Ago
Fix ConstructionPlaceholder not being removed from building blocks