userJake_Richcancel

4,053 Commits over 1,127 Days - 0.15cph!

1 Year Ago
Change tooltip for global rendering option & add tooltip for global render distance
1 Year Ago
Add menu option to turn instanced rendering on and off (called global rendering) Rename `building_distance` to `global_render_distance` Add `instanced_rendering` convar that is saved but only applies at startup
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Cherrypick 86832 (compile fixes)
1 Year Ago
Split InstancedPrefabConverter into 2 classes Fix compile errors
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Increase initial size of mutlidraw buffer Log info instead of error when resizing since it seems to work
1 Year Ago
Cherrypick 86780 (cache meshes for multidraw)
1 Year Ago
Fix multidraw convar so it's enabled by default Cache meshes so we don't copy the same one to the GPU multiple times Add memory usage of multidraw buffer
1 Year Ago
Cherrypick 86751 & 86767 (compile & shader fixes)
1 Year Ago
Tool to list all shaders (so we know what shaders to pay attention to)
1 Year Ago
Fix shaders to make cliffs work with multidraw Set default mode of copying meshes via GPU (CPU mode has incorrect indicies for cliffs)
1 Year Ago
Standardize the way we detect meshes with read/write disabled
1 Year Ago
Fix compile error
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Mark instancing meshes readable
1 Year Ago
Change path of prefab converter to only prefabs to speed it up
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Add `upload_multidraw_meshes_mode = 0` to control whether meshes are uploaded via the CPU or GPU default to CPU upload meshes
1 Year Ago
Mark meshes readable for instancing
1 Year Ago
Add tool to ensure every single mesh used for instancing is marked read/write enabled
1 Year Ago
Fix global entities being hidden when leaving network range
1 Year Ago
Cherrypick 86740 (ensure mesh is uploaded to GPU)
1 Year Ago
Ensure mesh is uploaded to the GPU before we copy it to our ComputeBuffer
1 Year Ago
Fix twig foundation having renderers disabled in prefab
1 Year Ago
Only run StripEmptyChildren when instancing is enabled (don't believe this is the problem but better safe)
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Fix server compile error
1 Year Ago
Fix junkpile_i being invisible by cancelling instancing sooner when it is disabled via config
1 Year Ago
Don't global network parented entities (to fix tugboats)
1 Year Ago
Disable instancing on ice throne chair
1 Year Ago
Zero the entire `VertexData` struct instead of only color when copying the mesh on the GPU
1 Year Ago
Reimplement `#if UNITY_2021` after implementing GPU copy of meshes
1 Year Ago
Cherrypick 86650, 86651,86655 from global_networked_bases/2021 (compile fixes & GPU copy mesh for multidraw)
1 Year Ago
Merge gpu_copy_mesh -> global_networked_bases/2021
1 Year Ago
Copy mesh geometry to multidraw compute buffers via the GPU (avoids requirement of setting every mesh read/write enabled)
1 Year Ago
Codegen
1 Year Ago
Fix compile errors in 2021
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
More `#if UNITY_2021` checks
1 Year Ago
Bunch of `#if UNITY_2021` conditional compilation to keep it working on 2019
1 Year Ago
Merge from 2021 -> global_networked_bases
1 Year Ago
Merge from multidraw -> global_networked_bases/2021
1 Year Ago
Subtract 86589 (mark every building mesh as read/write enabled)
1 Year Ago
Fix demos not deleting instanced entities when changing keyframes
1 Year Ago
Cherrypick demo fix from global_networked_bases/2021/multidraw so they work in editor (and client?)
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Initialize & Dipose GeometryBuffer properly Initialize instancing system when opening a demo (because you don't connect to server) Add demo with fair amount of building blocks to test
1 Year Ago
Can specify normal rendering via GameSetup prefab in editor Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
1 Year Ago
Fix material blocks still rebuilding every frame Add some profiler samples Enable shader keywords once per frame instead of once per draw call