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3,110 Commits over 915 Days - 0.14cph!

1 Year Ago
Disable work shop skin applying since MeshRenderers are removed
1 Year Ago
Client compile fixes
1 Year Ago
Fix foundation floor not showing
1 Year Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
1 Year Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
1 Year Ago
More skeleton of texture atlas stuff
1 Year Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
1 Year Ago
Enabling instancing on some cliff shaders
1 Year Ago
Fix renderers only being removed for building blocks Make `InstancedMeshFilter` a client component so it gets culled off the server Remove virtual prefab tracking when loading map (will clear every instanced prefab when map unloads instead) Fix instanced world prefabs spawning under terrain
1 Year Ago
Ensure CullingJob skips over hidden meshes
1 Year Ago
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
1 Year Ago
Move location of "spawn virtual world prefab"
1 Year Ago
Convert v3 rocks to instanced rendering
1 Year Ago
Add method to toggle the visibility of an instanced mesh without removing it from the array Support animated entities (again) by disabling instanced rendering when inside network range & enabling it when they go outside network range Remove `InstancedMeshTracker` until we properly support animated entities one day Added config option to `InstancedMeshFilter` that allows you to specify what meshes to use for an entity placeholder
1 Year Ago
Add post culling job to count number of meshes in output
1 Year Ago
Grab 2021 fixes
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Convert rocks
1 Year Ago
See if instanced rendering will work with world prefabs (rocks)
1 Year Ago
Also remove MeshFilter & every RendererBatch
1 Year Ago
Add `StripChildren` component to all building block prefabs
1 Year Ago
Automatically add `StripChildren` component to building blocks when using tool to convert to instanced rendering
1 Year Ago
Add `StripChildren` prefab attribute to remove all empty child gameobjects Add to wall prefab
1 Year Ago
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1 Year Ago
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1 Year Ago
Add some debug
1 Year Ago
LODs will adjust their distance based on FOV / when you zoom in
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
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1 Year Ago
merge from main -> analytics_building_color
1 Year Ago
Disabled redundant disabled reflection probes on a bunch of building blocks
1 Year Ago
Add debug message when a prefab with a disabled reflection gameobject is found (to quickly find prefabs)
1 Year Ago
Remove disabled reflection probe renderers from left & right conditional walls
1 Year Ago
Frustum culling fixed & works based off max render range
1 Year Ago
Fix NativeArray.Add() expanding array size every time Expand RenderData & ComputeBuffer Frustum culling entire grids before rendering to test
1 Year Ago
Prevent delete button from showing on outpost & bandit respawn points in softcore
1 Year Ago
Add [DisableMultipleComponent] to hook scripts Remove all other CameraHook components in Awake() to fix scenes with 100s of CameraHooks attached the camera
1 Year Ago
Lots of fixes make the grid based rendering minimally functional again
1 Year Ago
Add `Instancing` namespace Start implementing storing meshes into grids to enforce max render distance & frustum culling effeciently
1 Year Ago
Reduce from 6 to 2 frustum planes
1 Year Ago
Fix twig foundations not showing Cull shadows at shadow distance Make a separate monobehavior to call into InstancedEntityScheduler - due to PreProcess is being called before the InstancedEntityScheduler was spawned
1 Year Ago
Fix unity "startIndex" with DrawMeshInstancedIndirect() not working Implement custom shader property "_InstancedIndexOffset" to fix it Add `test_instanced_culling` command to spawn in 50k-200k random prefabs Fix race condition in culling job by uncommenting original threadsafe increment Add placeholder sorting of input data to see if sorting significantly speeds up culling job Culling job now runs across multiple threads via job system Disable ParallelForRestriction in culling job
1 Year Ago
Remove redundant reflection probe renderer from wall prefabs
1 Year Ago
Do distance culling before frusum culling Measure culling job execution time
1 Year Ago
Bunch of small fixes FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
1 Year Ago
More fixes
1 Year Ago
Wrote again to have single array to make job system happy Input: large unsorted NativeArray of every meshes Cull and sort them in the job system Render each mesh from a large compute buffer of the output Not rendering in exactly the right place but need to checkpoint
1 Year Ago
Progress of rewriting MeshRenderers to use a single NativeArray for every mesh instead of a separate NativeArray for each type of mesh
1 Year Ago
Convert jobs to use NativeArray instead of List Add InstancedMeshFilter to workbenches & window embrasures
1 Year Ago
Try to fix LODs disappearing when crossing barriers