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4,131 Commits over 1,219 Days - 0.14cph!

2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Mark instancing meshes readable
2 Years Ago
Change path of prefab converter to only prefabs to speed it up
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Add `upload_multidraw_meshes_mode = 0` to control whether meshes are uploaded via the CPU or GPU default to CPU upload meshes
2 Years Ago
Mark meshes readable for instancing
2 Years Ago
Add tool to ensure every single mesh used for instancing is marked read/write enabled
2 Years Ago
Fix global entities being hidden when leaving network range
2 Years Ago
Cherrypick 86740 (ensure mesh is uploaded to GPU)
2 Years Ago
Ensure mesh is uploaded to the GPU before we copy it to our ComputeBuffer
2 Years Ago
Only run StripEmptyChildren when instancing is enabled (don't believe this is the problem but better safe)
2 Years Ago
Fix twig foundation having renderers disabled in prefab
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Fix server compile error
2 Years Ago
Fix junkpile_i being invisible by cancelling instancing sooner when it is disabled via config
2 Years Ago
Don't global network parented entities (to fix tugboats)
2 Years Ago
Disable instancing on ice throne chair
2 Years Ago
Zero the entire `VertexData` struct instead of only color when copying the mesh on the GPU
2 Years Ago
Reimplement `#if UNITY_2021` after implementing GPU copy of meshes
2 Years Ago
Cherrypick 86650, 86651,86655 from global_networked_bases/2021 (compile fixes & GPU copy mesh for multidraw)
2 Years Ago
Merge gpu_copy_mesh -> global_networked_bases/2021
2 Years Ago
Copy mesh geometry to multidraw compute buffers via the GPU (avoids requirement of setting every mesh read/write enabled)
2 Years Ago
Codegen
2 Years Ago
Fix compile errors in 2021
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
More `#if UNITY_2021` checks
2 Years Ago
Bunch of `#if UNITY_2021` conditional compilation to keep it working on 2019
2 Years Ago
Merge from 2021 -> global_networked_bases
2 Years Ago
Merge from multidraw -> global_networked_bases/2021
2 Years Ago
Subtract 86589 (mark every building mesh as read/write enabled)
2 Years Ago
Fix demos not deleting instanced entities when changing keyframes
2 Years Ago
Cherrypick demo fix from global_networked_bases/2021/multidraw so they work in editor (and client?)
2 Years Ago
Merge from main -> global_networked_bases
2 Years 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
2 Years Ago
Can specify normal rendering via GameSetup prefab in editor Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
2 Years Ago
Fix material blocks still rebuilding every frame Add some profiler samples Enable shader keywords once per frame instead of once per draw call
2 Years Ago
Remove code that assigns material blocks every frame (good for testing, not for performance) Only update material blocks when buffers have changed
2 Years 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
2 Years Ago
Enable procedural instancing on blend shader
2 Years 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
2 Years Ago
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
2 Years Ago
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
2 Years Ago
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
2 Years Ago
Fix start vertex of multidraw being incorrect Some cleanup
2 Years 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
2 Years Ago
Fix mutlidraw count not being reset when new meshes are added
2 Years Ago
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
2 Years 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
2 Years 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
2 Years Ago
Log when players mount & dismount vehicles