3,110 Commits over 915 Days - 0.14cph!
Converted conditional model prefabs
Fix prefab converter missing conditional models for building blocks (mainly foundation walls)
Fix ConstructionPlaceholder renderers not being removed
Merge from global_networked_bases -> aux2
Remove EmissionToggle component on instanced prefabs
Prevent PlanterBox from trying to update material when instanced
Re-convert cliffs as InstancedMeshFilter was missing from RendererLOD for some reason
Fix formatting of debug of renderers
Fix PrefabPreProcess using Cast<> instead of OfType<>
Add debug command to print all renderers and number of meshes they are rendering
Client & Server compile fixes
Fixed so doors (and other placeholder entities) will always show default skin outside of network range
Massively simplify render component stripping for instanced prefabs
Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
Prefabs updated after removing field
Remove "HideInsideNetworkRange" field
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent`
Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
Workshop skins work (but a hacky way)
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached
Start with to handle workshop skins
Update global_networked_bases/2021
Convert rug, landmind & floor spikes
Right click option will handle multiple selected prefabs
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
Manually convert doors and mark as "normal rendering in network range"
Can now right click individual prefabs and convert them with the right click context menu
Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch)
Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
Don't run OnPreCull unless in playmode (errors)
One inverted bool convar = hour of debugging
Convert some building prefabs & mats
Fix prefab converter, add option for some building prefabs
Update global_networked_bases/2021
Cherry pick
84602 (BeginWrite called twice)
ComputeBuffer.BeginWrite will call warning if it is called twice before EndWrite is called
Convert sam site bottom to RendererLOD
Update sam site prefab with new InstancedMeshFilter
Fix entity update being recieved before global network update
Merge from main -> global_networked_bases
Fix entity configs not being added & windmill prefab updated
Prefabs being migrated to new format in a separate commit
Change `InstancedMeshFilter` from List<Renderer> to single Renderer each and have multiple components
Refactor existing code to work the new component data layout
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"
Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
Convert a bunch of deployables
Convert landmine to rendererlod
Support importing MeshLOD into InstancedMeshFilter
Fix embrasure instanced rendering missing. add instanced rendering to large box
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
Update global_networked_bases/2021