userJake_Richcancel
branchrust_reboot/main/cpu_batching_submeshcancel

15 Commits over 0 Days - Infinitycph!

3 Months Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
3 Months Ago
Fix compile error after merge
3 Months Ago
merge from main -> cpu_batching_submesh
3 Months Ago
Codegen
3 Months Ago
merge from main -> cpu_batching_submesh
3 Months Ago
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes - allows batching on container to be toggled by changing `renderer_submeshes` convar
3 Months Ago
Fix submesh bypass per prefab being inverted
3 Months Ago
Enable submesh batching on shipping container
3 Months Ago
Only enable submesh batching on certain assets instead of every single one
3 Months Ago
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
3 Months Ago
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
3 Months Ago
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
3 Months Ago
Delete unused Combine() overload from MeshRendererData
3 Months Ago
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent - until we fix the LOD2 container wall having mismatched material order compared to the other lods
3 Months Ago
Add support to RendererBatch for submeshes - RendererBatch will send each submesh to the batching system separately with it's own material and track them both - update batching system to use submeshes when merging meshes