userJake_Richcancel
branchrust_reboot/main/global_networked_basescancel

377 Commits over 153 Days - 0.10cph!

1 Year Ago
Re-convert building block prefabs after merge from main
1 Year Ago
Cherrypick 85266 & 85268 (2021 compile fixes)
1 Year Ago
Fix protobuf after merge
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
1 Year Ago
Merging rewrite back into global_networked_bases
1 Year Ago
Region out client analytics variables that are "assigned but never used" when compiling client
1 Year Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
1 Year Ago
Change InstancedScheduler script update order to near the end Count number of meshes & shadows separately Add number of rendered meshes, shadows & draw calls for instancing to `perf 8` Add average number of meshes & shadows drawn to client performance analytics Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
1 Year Ago
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea) Clamp instanced rendering distance from 500 - 2500 Take lower of draw distance vs instanced render distance when culling Run codegen to apply convar descriptions
1 Year Ago
Add description to all convars
1 Year Ago
Add clientside performance analytics for instanced rendering - culling time - draw calls - render distance - size of compute buffers & arrays - mesh count - prefab count - entity count
1 Year Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
1 Year Ago
Fix meshes with skins registering a extra renderer
1 Year Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
1 Year Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
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
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
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
1 Year Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
1 Year Ago
More cleanup & hopefully fixes
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
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
1 Year Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
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
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
Fix initializing & destroying instanced rendering system not working (at least in editor)
1 Year Ago
Use default skinId for ShadowOnly renderers
1 Year 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
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Add debug to figure out why trees are not showing as billboards
1 Year 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)
1 Year Ago
Fix ConstructionPlaceholder not being removed from building blocks
1 Year Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding