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3,110 Commits over 915 Days - 0.14cph!

1 Year Ago
Subtract 86589 (mark every building mesh as read/write enabled)
1 Year Ago
Fix demos not deleting instanced entities when changing keyframes
1 Year Ago
Cherrypick demo fix from global_networked_bases/2021/multidraw so they work in editor (and client?)
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Initialize & Dipose GeometryBuffer properly Initialize instancing system when opening a demo (because you don't connect to server) Add demo with fair amount of building blocks to test
1 Year Ago
Can specify normal rendering via GameSetup prefab in editor Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
1 Year Ago
Fix material blocks still rebuilding every frame Add some profiler samples Enable shader keywords once per frame instead of once per draw call
1 Year Ago
Remove code that assigns material blocks every frame (good for testing, not for performance) Only update material blocks when buffers have changed
1 Year Ago
Move from a ComputeBuffer for each type of vertex attribute to a single ComputeBuffer for all vertex data in a single struct Move code that copies mesh to ComputeBuffer into GeometryBuffer.cs Additional methods in GPUBuffer wrapper
1 Year Ago
Enable procedural instancing on blend shader
1 Year Ago
Log error when mesh used for instancing doesn't have read/write enabled Ensure every prefab for instancing is warmed up in the editor
1 Year Ago
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
1 Year Ago
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
1 Year Ago
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
1 Year Ago
Fix start vertex of multidraw being incorrect Some cleanup
1 Year Ago
Show draw call count with multidraw in perf 7 properly Move the temp manually assigning of computebuffers every frame above the loop that skips values
1 Year Ago
Fix mutlidraw count not being reset when new meshes are added
1 Year Ago
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
1 Year Ago
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors Ensure all buffers are diposed
1 Year Ago
Fix draw calls so uvs at least work Add MaterialCache so we can enable `RUST_PROCEDURAL_INSTANCING` on materials without modifying the source materials in the editor Various fixes
1 Year Ago
Log when players mount & dismount vehicles
1 Year Ago
Log when burst mode is enabled & if the gunshot had burst mode on
1 Year Ago
Log scrap cost of blueprints when learning them & using tech tree (instead of only when using the research table)
1 Year Ago
Add analytics when diving tanks & jackhammers are refilled at workbench
1 Year Ago
Include skin when upgrading to a skinned building block
1 Year Ago
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1 Year Ago
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs Try to setup shadows with procedural rendering but it has shader error
1 Year Ago
Rearrange some classes around Store UVs in compute buffer (but they don't exactly work)
1 Year Ago
Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
1 Year Ago
Only enable procedural instancing keyword on materials used with instancing Fix multi compile in the wrong place in the shader Fix instancing keywords not being present in the instanced rendering method "Clean" up the shader a bit
1 Year Ago
Fix shader for procedural rendering, verticies and indicies seem right now
1 Year Ago
Latest changes
1 Year Ago
Change Vertex & Index buffer to StructuredBuffer type Use global shader keyword `RUST_PROCEDURAL_INSTANCING` to enable procedural rendering Apply procedural rendering to UnityStandardCore deferred shader
1 Year Ago
Change Submesh info from List to Array
1 Year Ago
Fix two separate GeometryBuffers created
1 Year Ago
Keep geometrybuffers in separate class Fixes
1 Year Ago
Add `UnityIndirect.cginc` Start getting code to support "multidraw" to reduce drawcalls Store verticies and indicies in GraphicsBuffer and use `Graphics.RenderPrimitiveIndexedIndirect()` Group & batch draw calls that have the same material + shadow mode via `DrawCallKey` struct
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Enable instanced placeholder on static sam sites Fix normal sam site missing base platform in placeholder mesh
1 Year Ago
Fix rotated building blocks not updating visual 15s cooldown when sending rotated building block globally
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Rename `InstancedEntityScheduler` to `VirtualEntityScheduler`
1 Year Ago
Clear up performance text Remove instanced triangles from performance text as we don't know on CPU how many meshes will be rendered post GPU culling
1 Year Ago
Change slider range of instanced rendering from 500-1500 Default instanced rendering distance 1000m Convar still can go from 500-2500
1 Year Ago
Categorize mesh renderers based on prefab the mesh came from Add commands to toggle rendering of certain meshes: `instanced_toggle_buildings`, `instanced_toggle_cliffs`, `instanced_toggle_other` Rename `instanced_rendering` to `instanced_toggle_all`
1 Year Ago
Ensure all instancing classes have instancing namespace
1 Year Ago
Expose ability to get every virtual mesh that is visible for an entity Added Float4x4Ex to get position and rotation from a matrix easily Fix highlighting building blocks when looking at them with a hammer
1 Year Ago
Merge from main
1 Year Ago
Merge from global_networked_bases -> main
1 Year Ago
Fix recycled cells not rewriting their header causing them to become creater than 32 elements, overwriting other cells and breaking stuff Log error if the cell ever goes above 32 elements again