userJake_Richcancel

4,122 Commits over 1,219 Days - 0.14cph!

2 Years Ago
Ensure mesh is uploaded to the GPU before we copy it to our ComputeBuffer
2 Years Ago
Only run StripEmptyChildren when instancing is enabled (don't believe this is the problem but better safe)
2 Years Ago
Fix twig foundation having renderers disabled in prefab
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Fix server compile error
2 Years Ago
Fix junkpile_i being invisible by cancelling instancing sooner when it is disabled via config
2 Years Ago
Don't global network parented entities (to fix tugboats)
2 Years Ago
Disable instancing on ice throne chair
2 Years Ago
Zero the entire `VertexData` struct instead of only color when copying the mesh on the GPU
2 Years Ago
Reimplement `#if UNITY_2021` after implementing GPU copy of meshes
2 Years Ago
Cherrypick 86650, 86651,86655 from global_networked_bases/2021 (compile fixes & GPU copy mesh for multidraw)
2 Years Ago
Merge gpu_copy_mesh -> global_networked_bases/2021
2 Years Ago
Copy mesh geometry to multidraw compute buffers via the GPU (avoids requirement of setting every mesh read/write enabled)
2 Years Ago
Codegen
2 Years Ago
Fix compile errors in 2021
2 Years Ago
Update global_networked_bases/2021
2 Years Ago
More `#if UNITY_2021` checks
2 Years Ago
Bunch of `#if UNITY_2021` conditional compilation to keep it working on 2019
2 Years Ago
Merge from 2021 -> global_networked_bases
2 Years Ago
Merge from multidraw -> global_networked_bases/2021
2 Years Ago
Subtract 86589 (mark every building mesh as read/write enabled)
2 Years Ago
Fix demos not deleting instanced entities when changing keyframes
2 Years Ago
Cherrypick demo fix from global_networked_bases/2021/multidraw so they work in editor (and client?)
2 Years Ago
Merge from main -> global_networked_bases
2 Years 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
2 Years Ago
Can specify normal rendering via GameSetup prefab in editor Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
2 Years Ago
Fix material blocks still rebuilding every frame Add some profiler samples Enable shader keywords once per frame instead of once per draw call
2 Years Ago
Remove code that assigns material blocks every frame (good for testing, not for performance) Only update material blocks when buffers have changed
2 Years Ago
Move from a ComputeBuffer for each type of vertex attribute to a single ComputeBuffer for all vertex data in a single struct Move code that copies mesh to ComputeBuffer into GeometryBuffer.cs Additional methods in GPUBuffer wrapper
2 Years Ago
Enable procedural instancing on blend shader
2 Years Ago
Log error when mesh used for instancing doesn't have read/write enabled Ensure every prefab for instancing is warmed up in the editor
2 Years Ago
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
2 Years Ago
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
2 Years Ago
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
2 Years Ago
Fix start vertex of multidraw being incorrect Some cleanup
2 Years Ago
Show draw call count with multidraw in perf 7 properly Move the temp manually assigning of computebuffers every frame above the loop that skips values
2 Years Ago
Fix mutlidraw count not being reset when new meshes are added
2 Years Ago
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
2 Years Ago
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors Ensure all buffers are diposed
2 Years Ago
Fix draw calls so uvs at least work Add MaterialCache so we can enable `RUST_PROCEDURAL_INSTANCING` on materials without modifying the source materials in the editor Various fixes
2 Years Ago
Log when players mount & dismount vehicles
2 Years Ago
Log when burst mode is enabled & if the gunshot had burst mode on
2 Years Ago
Log scrap cost of blueprints when learning them & using tech tree (instead of only when using the research table)
2 Years Ago
Add analytics when diving tanks & jackhammers are refilled at workbench
2 Years Ago
Include skin when upgrading to a skinned building block
2 Years Ago
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2 Years Ago
Add empty UVs for meshes without UVs (shadows) so vertexID always references the correct UVs Try to setup shadows with procedural rendering but it has shader error
2 Years Ago
Rearrange some classes around Store UVs in compute buffer (but they don't exactly work)
2 Years Ago
Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
2 Years Ago
Only enable procedural instancing keyword on materials used with instancing Fix multi compile in the wrong place in the shader Fix instancing keywords not being present in the instanced rendering method "Clean" up the shader a bit