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4,224 Commits over 1,188 Days - 0.15cph!

2 Years Ago
Add blue backpack icon the backpack item (instead of saddle bag placeholder)
2 Years Ago
Add backpack button to drop backpack on the '~' key (backquote) Must hold button for >0.5s Change backpack to resizable loot panel (from generic) Change test backpack size to 24
2 Years Ago
Cherrypick 85726 (water NRE in editor)
2 Years Ago
Don't UpdateRenderTarget when the editor is paused (throws NREs)
2 Years Ago
Reimplement inventory slot for backpack
2 Years Ago
Change backpack container to a dedicated slot for the backpack instead of the contents of the backpack
2 Years Ago
Merge from hackweek_backpacks -> hackweek_backpacks_2
2 Years Ago
Increase stacksizes of water electric components to normalize with increases when durability was removed Water pump 1 -> 3 Water purifier 1 -> 3 Fluid switch 1 -> 5
2 Years Ago
Fix so it works when you are making straight connections with no points in between
2 Years Ago
When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
#UNITY_EDITOR fixes
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index Rename `sliceIndexes` -> `renderSlices` Rename `sliceLengths` -> `sliceCounts`
2 Years Ago
Reconvert building blocks for instanced rendering Mark roofs & windows as "global networked" (again?)
2 Years Ago
Start removing instanced rendering configs from non building block entities
2 Years Ago
Move culling mesh counts to GPUCulling class Remove all workshop skin support since it is causing issues & we can do it properly later
2 Years Ago
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
2 Years Ago
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
2 Years Ago
Update DrawCall buffer from CPU every frame for stability Fix typo in GPUBuffer<> wrapper
2 Years Ago
Refactor & organize computebuffers with GpuBuffer<T> wrapper to ensure type safety & standardize the way computebuffers are expanded & created Always clear the full memory of a ComputeBuffer when it is created Default copy the existing ComputeBuffer over to the new one when expanding it
2 Years Ago
Write the entire DrawCall array to the ComputeBuffer when it expands
2 Years Ago
Some more cleanup Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
2 Years Ago
Write IndirectArgs inside a separate compute shader Fix submeshes not having their indirect args properly offset Refactor to clean up compute shaders Clear temp buffer before culling
2 Years Ago
Adding some debug while chasing down building blocks being rendered with the wrong mesh
2 Years Ago
Fix flickering by using a separate buffer in the middle of culling & clearing separate buffer with a separate compute shader Small refactoring of compute shaders
2 Years Ago
Cherrypick 85500 & 85501 (2021 compile fixes & remove BeginWrite)
2 Years Ago
Define ComputeBuffer mode in seperate class Remove `BeginWrite()` and `EndWrite()` because it magically doesn't work and the one ComputeBuffer still using it is pretty small anyways
2 Years Ago
2021 compile fixes
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Merge gpu_culling into global_networked_bases
2 Years Ago
Copy original computebuffer when expanding cells
2 Years Ago
Handle meshes that don't have a shadow proxy
2 Years Ago
Copy paste LOD scaling back when zooming in & based on "Object Quality" slider
2 Years Ago
Cull meshes based on camera's frustum & cull shadows based on the "sun's frustum" Store bools in bit flags inside culling GPU data
2 Years Ago
Culling shader actually works now! Fix errors when deleting meshes (related to syncing data to the gpu)
2 Years Ago
Although culling is completely incorrect, it writes to IndirectArgs correctly inside the computeshader & renders some parts of the base correct
2 Years Ago
Checkin before I break anything
2 Years Ago
Grab initial attempt at gpu culling from a shelf
2 Years Ago
Rename all instanced debug commands & remove redundant ones Reimplement debugging commands with the new class structure & cell allocator
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Re-enable burst on culling jobs
2 Years Ago
Fix RendererArray having initial capacity of 32k instead of 512 (typo) causing other arrays not to be resized alongside it Fix DrawCallArray not resizing immediately after adding draw call Fix IndirectArgs not scaling to 5x the size of the draw calls (for 5 uint each draw call)
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Merge from global_networked_bases -> aux2
2 Years Ago
Disable burst for all culling jobs
2 Years Ago
Added instanced rendering inside the SceneView (only runs inside editor)
2 Years Ago
Merge cell_pooling -> global_networked_bases
2 Years Ago
Return List<CellId> to pool when a partition removes the last cell in it's list
2 Years Ago
Merge cell_pooling -> global_networked_bases