4,606 Commits over 1,280 Days - 0.15cph!
Some more cleanup
Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
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
Adding some debug while chasing down building blocks being rendered with the wrong mesh
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
Cherrypick
85500 &
85501 (2021 compile fixes & remove BeginWrite)
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
Update global_networked_bases/2021
Merge gpu_culling into global_networked_bases
Copy original computebuffer when expanding cells
Handle meshes that don't have a shadow proxy
Copy paste LOD scaling back when zooming in & based on "Object Quality" slider
Cull meshes based on camera's frustum & cull shadows based on the "sun's frustum"
Store bools in bit flags inside culling GPU data
Culling shader actually works now!
Fix errors when deleting meshes (related to syncing data to the gpu)
Although culling is completely incorrect, it writes to IndirectArgs correctly inside the computeshader & renders some parts of the base correct
Checkin before I break anything
Grab initial attempt at gpu culling from a shelf
Rename all instanced debug commands & remove redundant ones
Reimplement debugging commands with the new class structure & cell allocator
Re-enable burst on culling jobs
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)
Disable burst for all culling jobs
Added instanced rendering inside the SceneView (only runs inside editor)
Merge cell_pooling -> global_networked_bases
Return List<CellId> to pool when a partition removes the last cell in it's list
Merge cell_pooling -> global_networked_bases
Fix "RemovePackedCell" -> "RemoveCellWithSpace"
Re-convert building block prefabs after merge from main
Added warning instead of error when calling BeginWrite twice
Fixed typo and assigning IndirectArgs twice (instead of IndirectExtraArg)
Reimplement BeginWrite / EndWrite & 2021 compile errors fixed
Update global_networked_bases/2021
Move CellPartition to it's own cs file
Add pooling to cell allocator system
Merge from main -> global_networked_bases
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
Merging rewrite back into global_networked_bases
Reconverted all building block prefabs & now all roofs work
Fixed converter not overwriting buildingblock prefabs when using converting tool
Reimplemented LOD level inside InstancedLODState config class
Fixed NativeArray of render data not being resized when the computebuffer is resized
Fix IndirectExtraArg being multiplied by 5, causing meshes to render on top of eachother
Fix typo causing distance culling to use fov scale instead of max distance (culling everything)
Fix & refactor cell removal code
More refactoring & fixes
Fixed IndirectArgs buffer being set to Structured accidently (which silently fails)
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities
Replaced block allocator with fixed size cell allocator
Refactored tons of code to make it readable, organized and reliable
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly"
Store LOD level of each mesh in `InstanceLODState`
Still debugging mesh culling randomly breaking
Region out client analytics variables that are "assigned but never used" when compiling client