4,510 Commits over 1,249 Days - 0.15cph!
    
    
    
        
            
            
            
                
                Expand the render computebuffer in 2MB increments separately from the culling array expanding
                
                
                
                
             
         
        
            
            
            
                
                Implement compacting array of meshes when expanding but it still sucks
                
                
                
                
             
         
        
            
            
            
                
                Add "remove instancing" menu option to remove instanced rendering from prefabs
Remove instanced rendering from TC (DeferredMeshDecal)
                
                
                
                
             
         
        
            
            
            
                
                Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
                
                
                
                
             
         
        
            
            
            
                
                Enable instancing for locker & TC
                
                
                
                
             
         
        
            
            
            
                
                Network++ up to 2500 to avoid conflicts on aux2
                
                
                
                
             
         
        
            
            
            
                
                Garage door uses normal rendering in network range
                
                
                
                
             
         
        
            
            
            
                
                Implement disposing / cleanup of instanced rendering when leaving server
ConVar.Mesh.quality will scale instanced rendering LODs too
                
                
                
                
             
         
        
            
            
            
                
                Cleanup GlobalNetworkHandler
                
                
                
                
             
         
        
            
            
            
                
                Fix blue deploy guide not showing for instanced prefabs
Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
                
                
                
                
             
         
        
            
            
            
                
                Manually set "globalBuildingBlock" for all building block prefabs
                
                
                
                
             
         
        
            
            
            
                
                Remove magic "is BuildingBlock"
                
                
                
                
             
         
        
            
            
            
                
                Convert sleeping bag and bed
                
                
                
                
             
         
        
            
            
            
                
                Change `global_rendering` convar into a command line argument `--use-normal-rendering`
Block planter box material changing behind `-use-normal-rendering` instead of the runtime toggle of instanced rendering
                
                
                
                
             
         
        
            
            
            
                
                Fix minimum distance for first LOD in RendererLOD being 1m allowing you to see through walls when close up (set to 0m for instanced rendering)
                
                
                
                
             
         
        
            
            
            
                
                Converted conditional model prefabs
                
                
                
                
             
         
        
            
            
            
                
                Fix prefab converter missing conditional models for building blocks (mainly foundation walls)
                
                
                
                
             
         
        
        
            
            
            
                
                Fix ConstructionPlaceholder renderers not being removed
                
                
                
                
             
         
        
            
            
            
                
                Remove EmissionToggle component on instanced prefabs
Prevent PlanterBox from trying to update material when instanced
                
                
                
                
             
         
        
            
            
            
                
                Re-convert cliffs as InstancedMeshFilter was missing from RendererLOD for some reason
                
                
                
                
             
         
        
            
            
            
                
                Fix formatting of debug of renderers
                
                
                
                
             
         
        
            
            
            
                
                Fix PrefabPreProcess using Cast<> instead of OfType<>
Add debug command to print all renderers and number of meshes they are rendering
                
                
                
                
             
         
        
            
            
            
                
                Client & Server compile fixes
                
                
                
                
             
         
        
            
            
            
                
                Fixed so doors (and other placeholder entities) will always show default skin outside of network range
Massively simplify render component stripping for instanced prefabs
Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
                
                
                
                
             
         
        
            
            
            
                
                Prefabs updated after removing field
                
                
                
                
             
         
        
            
            
            
                
                Remove "HideInsideNetworkRange" field
                
                
                
                
             
         
        
            
            
            
                
                Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent`
Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
                
                
                
                
             
         
        
            
            
            
                
                Workshop skins work (but a hacky way)
                
                
                
                
             
         
        
            
            
            
                
                Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached
Start with to handle workshop skins
                
                
                
                
             
         
        
            
            
            
                
                Update global_networked_bases/2021
                
                
                
                
             
         
        
            
            
            
                
                Convert rug, landmind & floor spikes
                
                
                
                
             
         
        
            
            
            
                
                Right click option will handle multiple selected prefabs
                
                
                
                
             
         
        
            
            
            
                
                Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
                
                
                
                
             
         
        
            
            
            
                
                Can now right click individual prefabs and convert them with the right click context menu
Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch)
Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
                
                
                
                
             
         
        
            
            
            
                
                Manually convert doors and mark as "normal rendering in network range"
                
                
                
                
             
         
        
            
            
            
                
                Don't run OnPreCull unless in playmode (errors)
                
                
                
                
             
         
        
            
            
            
                
                One inverted bool convar = hour of debugging
                
                
                
                
             
         
        
        
            
            
            
                
                Convert some building prefabs & mats
                
                
                
                
             
         
        
            
            
            
                
                Fix prefab converter, add option for some building prefabs
                
                
                
                
             
         
        
            
            
            
                
                Update global_networked_bases/2021
                
                
                
                
             
         
        
            
            
            
                
                Cherry pick 
84602 (BeginWrite called twice)
                
                
                
                
             
         
        
        
            
            
            
                
                ComputeBuffer.BeginWrite will call warning if it is called twice before EndWrite is called
                
                
                
                
             
         
        
            
            
            
                
                Convert sam site bottom to RendererLOD
Update sam site prefab with new InstancedMeshFilter
                
                
                
                
             
         
        
            
            
            
                
                Fix entity update being recieved before global network update
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from main -> global_networked_bases
                
                
                
                
             
         
        
            
            
            
                
                Fix entity configs not being added & windmill prefab updated