4,224 Commits over 1,188 Days - 0.15cph!
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
Disable work shop skin applying since MeshRenderers are removed
Fix foundation floor not showing
Implement removing mesh (again)
Update virtualMeshId when allocating larger section for a grid
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
More skeleton of texture atlas stuff
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material
Various fixes
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
Enabling instancing on some cliff shaders
Ensure CullingJob skips over hidden meshes
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
Move location of "spawn virtual world prefab"
Convert v3 rocks to instanced rendering
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
Add post culling job to count number of meshes in output
Merge from main -> global_networked_bases
See if instanced rendering will work with world prefabs (rocks)
Also remove MeshFilter & every RendererBatch
Add `StripChildren` component to all building block prefabs
Automatically add `StripChildren` component to building blocks when using tool to convert to instanced rendering
Add `StripChildren` prefab attribute to remove all empty child gameobjects
Add to wall prefab
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LODs will adjust their distance based on FOV / when you zoom in
Merge from main -> global_networked_bases
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merge from main -> analytics_building_color
Disabled redundant disabled reflection probes on a bunch of building blocks
Add debug message when a prefab with a disabled reflection gameobject is found (to quickly find prefabs)
Remove disabled reflection probe renderers from left & right conditional walls
Frustum culling fixed & works based off max render range
Fix NativeArray.Add() expanding array size every time
Expand RenderData & ComputeBuffer
Frustum culling entire grids before rendering to test
Prevent delete button from showing on outpost & bandit respawn points in softcore