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3,110 Commits over 915 Days - 0.14cph!

1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
1 Year Ago
Merge from global_networked_bases -> aux2 (bbq loot panel)
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
1 Year Ago
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
#SERVER compile fixes
1 Year 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
1 Year 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
1 Year 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
1 Year 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)
1 Year Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
See if small tweak fixes "virtual mesh not found"
1 Year Ago
Enabling material instancing on a few electrical materials (not custom instancing)
1 Year Ago
Missed the other CS files for `print_prefabs` changes
1 Year Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
1 Year Ago
Use default skinId for ShadowOnly renderers
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year 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
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Add debug to figure out why trees are not showing as billboards
1 Year 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)
1 Year Ago
Fix ConstructionPlaceholder not being removed from building blocks
1 Year Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
1 Year Ago
Implement compacting array of meshes when expanding but it still sucks
1 Year Ago
Merge global_networked_bases -> aux2
1 Year Ago
Add "remove instancing" menu option to remove instanced rendering from prefabs Remove instanced rendering from TC (DeferredMeshDecal)
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
1 Year Ago
Enable instancing for locker & TC
1 Year Ago
Network++ up to 2500 to avoid conflicts on aux2
1 Year Ago
Garage door uses normal rendering in network range
1 Year Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
1 Year Ago
Cleanup GlobalNetworkHandler
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix blue deploy guide not showing for instanced prefabs Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
1 Year Ago
Manually set "globalBuildingBlock" for all building block prefabs
1 Year Ago
Remove magic "is BuildingBlock"
1 Year Ago
Convert sleeping bag and bed
1 Year Ago
Change `global_rendering` convar into a command line argument `--use-normal-rendering` Block planter box material changing behind `-use-normal-rendering` instead of the runtime toggle of instanced rendering
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix minimum distance for first LOD in RendererLOD being 1m allowing you to see through walls when close up (set to 0m for instanced rendering)