4,350 Commits over 1,249 Days - 0.15cph!
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering
Disable shadow culling by default
Fix meshes with skins registering a extra renderer
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering
Remove some redundant convars
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
Enable GPU instancing on brick roof material
Run Initialize() when leaving server to cleanup all arrays
Cleanup code of all schedulers
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
More cleanup & hopefully fixes
Update global_networked_bases/2021
Fix stackoverflow from typo
Fix setting DrawCallCount to material count instead of submesh count
Refactor & fix writing IndirectArgs
Refactor & fix initialization / cleanup of arrays + compute buffers
Fix IndirectArgs not being rewritten after expanding the compute buffer
Support renderers that have more submeshes than materials
Remove redundant testing convars
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
Merge from main -> global_networked_bases
Cherrypick
84979 (BeginWrite two new compute buffers)
Fix 2021 to use BeginWrite() & EndWrite() on the two new ComputeBuffers (IndirectArgs & InstanceOffsets)
Update global_networked_bases/2021
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers
Can use convar at runtime to switch back and forfth
Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
Give name to the the instanced CommandBuffer & CommandBuffers created by `CommandBufferSystem`
It now renders with the command buffer, just gotta figure out incorrect lighting, multiple meshes overlapping & lighting turning off every 1s
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()`
Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action
Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock
(not completely done, more of a stash)
Remove instanced rendering from furnace & planters as they require an extra color to be passed in
Some materials missed
Merge from main -> global_networked_bases
See if small tweak fixes "virtual mesh not found"
Enabling material instancing on a few electrical materials (not custom instancing)
Missed the other CS files for `print_prefabs` changes
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
Fix initializing & destroying instanced rendering system not working (at least in editor)
Use default skinId for ShadowOnly renderers
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
Merge from main -> global_networked_bases
Add debug to figure out why trees are not showing as billboards
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
Fix ConstructionPlaceholder not being removed from building blocks
Expand the render computebuffer in 2MB increments separately from the culling array expanding
Implement compacting array of meshes when expanding but it still sucks
Add "remove instancing" menu option to remove instanced rendering from prefabs
Remove instanced rendering from TC (DeferredMeshDecal)
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
Enable instancing for locker & TC
Network++ up to 2500 to avoid conflicts on aux2
Garage door uses normal rendering in network range
Implement disposing / cleanup of instanced rendering when leaving server
ConVar.Mesh.quality will scale instanced rendering LODs too
Cleanup GlobalNetworkHandler
Fix blue deploy guide not showing for instanced prefabs
Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute