userJake_Richcancel
reporust_rebootcancel

5,431 Commits over 1,553 Days - 0.15cph!

3 Years Ago
Refactor & fix writing IndirectArgs
3 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
3 Years Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
3 Years Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
3 Years Ago
Merge from main -> global_networked_bases
3 Years Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
3 Years Ago
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
3 Years Ago
Update global_networked_bases/2021
3 Years Ago
#SERVER compile fixes
3 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
3 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
3 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
3 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)
3 Years Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
3 Years Ago
Merge from main -> global_networked_bases
3 Years Ago
See if small tweak fixes "virtual mesh not found"
3 Years Ago
Enabling material instancing on a few electrical materials (not custom instancing)
3 Years Ago
Missed the other CS files for `print_prefabs` changes
3 Years Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
3 Years Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
3 Years Ago
Use default skinId for ShadowOnly renderers
3 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
3 Years Ago
Merge from main -> global_networked_bases
3 Years Ago
Add debug to figure out why trees are not showing as billboards
3 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)
3 Years Ago
Fix ConstructionPlaceholder not being removed from building blocks
3 Years Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
3 Years Ago
Implement compacting array of meshes when expanding but it still sucks
3 Years Ago
Add "remove instancing" menu option to remove instanced rendering from prefabs Remove instanced rendering from TC (DeferredMeshDecal)
3 Years Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
3 Years Ago
Enable instancing for locker & TC
3 Years Ago
Network++ up to 2500 to avoid conflicts on aux2
3 Years Ago
Garage door uses normal rendering in network range
3 Years Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
3 Years Ago
Cleanup GlobalNetworkHandler
3 Years Ago
Fix blue deploy guide not showing for instanced prefabs Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
3 Years Ago
Manually set "globalBuildingBlock" for all building block prefabs
3 Years Ago
Remove magic "is BuildingBlock"
3 Years Ago
Convert sleeping bag and bed
3 Years Ago
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
3 Years Ago
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)
3 Years Ago
Converted conditional model prefabs
3 Years Ago
Fix prefab converter missing conditional models for building blocks (mainly foundation walls)
3 Years Ago
Furnace lit material
3 Years Ago
Fix ConstructionPlaceholder renderers not being removed
3 Years Ago
Remove EmissionToggle component on instanced prefabs Prevent PlanterBox from trying to update material when instanced
3 Years Ago
Re-convert cliffs as InstancedMeshFilter was missing from RendererLOD for some reason
3 Years Ago
Fix formatting of debug of renderers
3 Years Ago
Fix PrefabPreProcess using Cast<> instead of OfType<> Add debug command to print all renderers and number of meshes they are rendering
3 Years Ago
Client & Server compile fixes