userJake_Richcancel
branchrust_reboot/main/global_networked_basescancel

377 Commits over 153 Days - 0.10cph!

10 Months Ago
Re-convert building block prefabs after merge from main
10 Months Ago
Cherrypick 85266 & 85268 (2021 compile fixes)
10 Months Ago
Fix protobuf after merge
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
10 Months Ago
Merging rewrite back into global_networked_bases
10 Months Ago
Region out client analytics variables that are "assigned but never used" when compiling client
10 Months 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
10 Months 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
10 Months 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
10 Months Ago
Add description to all convars
10 Months 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
10 Months Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
10 Months Ago
Fix meshes with skins registering a extra renderer
10 Months Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
10 Months Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
10 Months Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
10 Months Ago
Cleanup culling code
10 Months Ago
Enable GPU instancing on brick roof material
10 Months Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
10 Months Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
10 Months Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
10 Months Ago
More cleanup & hopefully fixes
10 Months Ago
Cleanup
10 Months Ago
Fix stackoverflow from typo Fix setting DrawCallCount to material count instead of submesh count
10 Months Ago
Refactor & fix writing IndirectArgs
10 Months 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
10 Months Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
10 Months Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
10 Months Ago
#SERVER compile fixes
10 Months 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
10 Months 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
10 Months 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
10 Months 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)
10 Months Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
See if small tweak fixes "virtual mesh not found"
10 Months Ago
Enabling material instancing on a few electrical materials (not custom instancing)
10 Months Ago
Missed the other CS files for `print_prefabs` changes
10 Months Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
10 Months Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
10 Months Ago
Use default skinId for ShadowOnly renderers
10 Months 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
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
Add debug to figure out why trees are not showing as billboards
10 Months 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)
10 Months Ago
Fix ConstructionPlaceholder not being removed from building blocks
10 Months Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding