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3,110 Commits over 915 Days - 0.14cph!

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
Reconverted all building block prefabs & now all roofs work
1 Year Ago
Fixed converter not overwriting buildingblock prefabs when using converting tool
1 Year Ago
Reimplemented LOD level inside InstancedLODState config class
1 Year Ago
Fixed NativeArray of render data not being resized when the computebuffer is resized
1 Year Ago
Fix IndirectExtraArg being multiplied by 5, causing meshes to render on top of eachother
1 Year Ago
Fix typo causing distance culling to use fov scale instead of max distance (culling everything)
1 Year Ago
Fix & refactor cell removal code
1 Year Ago
More refactoring & fixes Fixed IndirectArgs buffer being set to Structured accidently (which silently fails)
1 Year Ago
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities Replaced block allocator with fixed size cell allocator Refactored tons of code to make it readable, organized and reliable
1 Year Ago
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly" Store LOD level of each mesh in `InstanceLODState` Still debugging mesh culling randomly breaking
1 Year Ago
Compile fix
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Region out client analytics variables that are "assigned but never used" when compiling client
1 Year Ago
Move shadows to their own grids Distance cull both meshes & shadows Only frustum cull meshes
1 Year Ago
Merge from global_networked_bases -> aux2
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
Merge from global_networked_bases -> aux2
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
Merge bbq loot panel prefab fix from main 84947 -> aux1
1 Year Ago
Fix armored double door & triangle ladder hatch prefabs getting "deleted" during a merge from attack heli and then throwing error when you try to respawn
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
Merge lifestory fix to aux2
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
Merge from global_networked_bases -> aux2
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
Merge from global_networked_bases -> aux2
1 Year Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
More cleanup & hopefully fixes
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Update global_networked_bases/2021
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
Merge from global_networked_bases -> aux2
1 Year Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy