userJake_Richcancel
reporust_rebootcancel

4,242 Commits over 1,188 Days - 0.15cph!

1 Year 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
1 Year 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
1 Year Ago
Log when players mount & dismount vehicles
1 Year Ago
Log when burst mode is enabled & if the gunshot had burst mode on
1 Year Ago
Log scrap cost of blueprints when learning them & using tech tree (instead of only when using the research table)
1 Year Ago
Add analytics when diving tanks & jackhammers are refilled at workbench
1 Year Ago
Include skin when upgrading to a skinned building block
1 Year Ago
▄▄█ ▄▍▍▇▍▋▋▆▄▍ ▍▄▄▌▌ ▌▉▆▍▉▄▉▄█▉ ▉▍▊▍ ▍▋▉▉▇▍▊▋ ▍▆▅▆ ▌▅▍█▄▌
1 Year Ago
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs Try to setup shadows with procedural rendering but it has shader error
1 Year Ago
Rearrange some classes around Store UVs in compute buffer (but they don't exactly work)
1 Year Ago
Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
1 Year Ago
Only enable procedural instancing keyword on materials used with instancing Fix multi compile in the wrong place in the shader Fix instancing keywords not being present in the instanced rendering method "Clean" up the shader a bit
1 Year Ago
Fix shader for procedural rendering, verticies and indicies seem right now
1 Year Ago
Latest changes
1 Year Ago
Change Vertex & Index buffer to StructuredBuffer type Use global shader keyword `RUST_PROCEDURAL_INSTANCING` to enable procedural rendering Apply procedural rendering to UnityStandardCore deferred shader
1 Year Ago
Change Submesh info from List to Array
1 Year Ago
Fix two separate GeometryBuffers created
1 Year Ago
Keep geometrybuffers in separate class Fixes
1 Year Ago
Add `UnityIndirect.cginc` Start getting code to support "multidraw" to reduce drawcalls Store verticies and indicies in GraphicsBuffer and use `Graphics.RenderPrimitiveIndexedIndirect()` Group & batch draw calls that have the same material + shadow mode via `DrawCallKey` struct
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Enable instanced placeholder on static sam sites Fix normal sam site missing base platform in placeholder mesh
2 Years Ago
Fix rotated building blocks not updating visual 15s cooldown when sending rotated building block globally
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Rename `InstancedEntityScheduler` to `VirtualEntityScheduler`
2 Years Ago
Clear up performance text Remove instanced triangles from performance text as we don't know on CPU how many meshes will be rendered post GPU culling
2 Years Ago
Change slider range of instanced rendering from 500-1500 Default instanced rendering distance 1000m Convar still can go from 500-2500
2 Years Ago
Categorize mesh renderers based on prefab the mesh came from Add commands to toggle rendering of certain meshes: `instanced_toggle_buildings`, `instanced_toggle_cliffs`, `instanced_toggle_other` Rename `instanced_rendering` to `instanced_toggle_all`
2 Years Ago
Ensure all instancing classes have instancing namespace
2 Years Ago
Expose ability to get every virtual mesh that is visible for an entity Added Float4x4Ex to get position and rotation from a matrix easily Fix highlighting building blocks when looking at them with a hammer
2 Years Ago
Merge from main
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Fix recycled cells not rewriting their header causing them to become creater than 32 elements, overwriting other cells and breaking stuff Log error if the cell ever goes above 32 elements again
2 Years Ago
Change `RenderSlices.Length` to `RendererCount` in the PreCull job
2 Years Ago
Merge from main
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Fix "ghost blocks" appearing due to PreCulling job not reseting slice when a mesh count goes down to 0
2 Years Ago
Fix errors that kick the player not including the serverAddress to sentry Include loglevel of error so we can see what errors kick people
2 Years Ago
Fix "list prefabs" editor button erroring Disable instancing on ladder
2 Years Ago
Merge global_networked_bases/proper_disable_command
2 Years Ago
Add `InstancingConfigComponent` to root level of component Add option via the config to disable instancing on a prefab Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing Also disable instancing on portal prefab
2 Years Ago
Merge from main
2 Years Ago
Merge from global_networked_bases -> main
2 Years Ago
Disable instancing on deployables it was unintentionally left on Enable instancing & global networking on large furnace
2 Years Ago
Add button in editor to list every prefab with instanced rendering enabled
2 Years Ago
Remove instancing from metal shopfront due to glass not working & incase it murders performance if I fix it
2 Years Ago
Fix wooden shopfront door
2 Years Ago
Fix all door prefabs - external gates - cell door - garage door - square + triangle ladder hatch - fence door - double doors
2 Years Ago
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
2 Years Ago
Standardize `IsInstancingEnabled` and `IsInstancingDisabled` based on convars
2 Years Ago
Merge from global_networked_bases -> main