branchrust_reboot/main/global_networked_basescancel
377 Commits over 153 Days - 0.10cph!
Add `InstancedRenderComponent` to manually configure renderers used for instanced rendering
Keep automatic conversion for building blocks
Send simple network updates when flags, building grade or conditional models (modelstate) changes
Add `global building block` field to baseEntity to manually mark entities for cut down global networking
Set high walls & barricades as global
Disable renderer batch too
Disable grey placeholder mesh in building blocks
Fix entities not being deleted
Send building block snapshot when they first join
Ghetto fixes to work in standalone build (render manager prefab wasn't spawning)
Should convert all renderers of prefabs, such as reflections
merge from main -> global_networked_bases
Fix entity updates
Add `rendercube` command for testing
Fix guide for building having disabled MeshRenderers
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage
Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet
Shadows now work
Add the GlobalRendering component as an entity
Spawn on server as important entity
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
merge from main -> global_networked_bases
Copy over shaders from original `global_networking` branch to fix indirect rendering
Enable GPU instancing on more building mats
Disable normal MeshRenderers in PrefabPreProcess to avoid changing source prefab in editor
Enable GPU instancing on building skins
Only use highest LOD rather than rendering them all at once (as we don't support LODs yet)
Automatically disable normal MeshRenderers in the prefabs we convert
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes
InstancedRenderScheduler added to scene as singletoncomponent
Create renderers on startup
Now renders stuff and somewhat works
Refactoring & auto ingest all building block prefabs into the instanced render system
More cleanup and refactoring
merge from main -> global_networked_bases
Move conversion code from RendererLOD into normal code so we can dynamically convert all building block prefabs at runtime
Move refactoring / cleanup
Added InstancedMeshFilter component (needs better name) & an editor tool to grab all meshes, materials & lods from RendererLOD(s) and store in the new PrefabAttribute
Start cleaning up code and move to properly named branch