userJake_Richcancel
branchrust_reboot/main/global_networked_basescancel

377 Commits over 153 Days - 0.10cph!

2 Years Ago
Convert DeployGuide to Graphics.DrawMesh() only to find out it's only used for codelocks Start converting ConstructionPlaceholder over instead Getting ready to convert all InstancedMeshFilter to be applied to every MeshRenderer instead of "one InstancedMeshFilter per prefab"
2 Years Ago
Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
2 Years Ago
Some more deployables
2 Years Ago
Convert a bunch of deployables
2 Years Ago
Convert landmine to rendererlod
2 Years Ago
Support importing MeshLOD into InstancedMeshFilter
2 Years Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
2 Years Ago
Compile fix
2 Years Ago
Disable work shop skin applying since MeshRenderers are removed
2 Years Ago
Client compile fixes
2 Years Ago
Fix foundation floor not showing
2 Years Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
2 Years Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
2 Years Ago
More skeleton of texture atlas stuff
2 Years Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
2 Years Ago
Fix renderers only being removed for building blocks Make `InstancedMeshFilter` a client component so it gets culled off the server Remove virtual prefab tracking when loading map (will clear every instanced prefab when map unloads instead) Fix instanced world prefabs spawning under terrain
2 Years Ago
Enabling instancing on some cliff shaders
2 Years Ago
Ensure CullingJob skips over hidden meshes
2 Years Ago
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
2 Years Ago
Move location of "spawn virtual world prefab"
2 Years Ago
Convert v3 rocks to instanced rendering
2 Years Ago
Add method to toggle the visibility of an instanced mesh without removing it from the array Support animated entities (again) by disabling instanced rendering when inside network range & enabling it when they go outside network range Remove `InstancedMeshTracker` until we properly support animated entities one day Added config option to `InstancedMeshFilter` that allows you to specify what meshes to use for an entity placeholder
2 Years Ago
Add post culling job to count number of meshes in output
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Convert rocks
2 Years Ago
See if instanced rendering will work with world prefabs (rocks)
2 Years Ago
Also remove MeshFilter & every RendererBatch
2 Years Ago
Add `StripChildren` component to all building block prefabs
2 Years Ago
Automatically add `StripChildren` component to building blocks when using tool to convert to instanced rendering
2 Years Ago
Add `StripChildren` prefab attribute to remove all empty child gameobjects Add to wall prefab
2 Years Ago
Add some debug
2 Years Ago
LODs will adjust their distance based on FOV / when you zoom in
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Disabled redundant disabled reflection probes on a bunch of building blocks
2 Years Ago
Add debug message when a prefab with a disabled reflection gameobject is found (to quickly find prefabs)
2 Years Ago
Remove disabled reflection probe renderers from left & right conditional walls
2 Years Ago
Frustum culling fixed & works based off max render range
2 Years Ago
Fix NativeArray.Add() expanding array size every time Expand RenderData & ComputeBuffer Frustum culling entire grids before rendering to test
2 Years Ago
Lots of fixes make the grid based rendering minimally functional again
2 Years Ago
Add `Instancing` namespace Start implementing storing meshes into grids to enforce max render distance & frustum culling effeciently
2 Years Ago
Reduce from 6 to 2 frustum planes
2 Years Ago
Fix twig foundations not showing Cull shadows at shadow distance Make a separate monobehavior to call into InstancedEntityScheduler - due to PreProcess is being called before the InstancedEntityScheduler was spawned
2 Years Ago
Fix unity "startIndex" with DrawMeshInstancedIndirect() not working Implement custom shader property "_InstancedIndexOffset" to fix it Add `test_instanced_culling` command to spawn in 50k-200k random prefabs Fix race condition in culling job by uncommenting original threadsafe increment Add placeholder sorting of input data to see if sorting significantly speeds up culling job Culling job now runs across multiple threads via job system Disable ParallelForRestriction in culling job
2 Years Ago
Remove redundant reflection probe renderer from wall prefabs
2 Years Ago
Do distance culling before frusum culling Measure culling job execution time
2 Years Ago
Bunch of small fixes FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
2 Years Ago
More fixes
2 Years Ago
Wrote again to have single array to make job system happy Input: large unsorted NativeArray of every meshes Cull and sort them in the job system Render each mesh from a large compute buffer of the output Not rendering in exactly the right place but need to checkpoint
2 Years Ago
Progress of rewriting MeshRenderers to use a single NativeArray for every mesh instead of a separate NativeArray for each type of mesh
2 Years Ago
Convert jobs to use NativeArray instead of List Add InstancedMeshFilter to workbenches & window embrasures