branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

2 Years Ago
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
2 Years Ago
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
2 Years Ago
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
2 Years Ago
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)
2 Years Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
See if small tweak fixes "virtual mesh not found"
2 Years Ago
Enabling material instancing on a few electrical materials (not custom instancing)
2 Years Ago
Missed the other CS files for `print_prefabs` changes
2 Years Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
2 Years Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
2 Years Ago
Use default skinId for ShadowOnly renderers
2 Years Ago
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
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Add debug to figure out why trees are not showing as billboards
2 Years Ago
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)
2 Years Ago
Fix ConstructionPlaceholder not being removed from building blocks
2 Years Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
2 Years Ago
Implement compacting array of meshes when expanding but it still sucks
2 Years Ago
Add "remove instancing" menu option to remove instanced rendering from prefabs Remove instanced rendering from TC (DeferredMeshDecal)
2 Years Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
2 Years Ago
Enable instancing for locker & TC
2 Years Ago
Network++ up to 2500 to avoid conflicts on aux2
2 Years Ago
Garage door uses normal rendering in network range
2 Years Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
2 Years Ago
Cleanup GlobalNetworkHandler
2 Years Ago
Fix blue deploy guide not showing for instanced prefabs Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
2 Years Ago
Manually set "globalBuildingBlock" for all building block prefabs
2 Years Ago
Remove magic "is BuildingBlock"
2 Years Ago
Convert sleeping bag and bed
2 Years Ago
Change `global_rendering` convar into a command line argument `--use-normal-rendering` Block planter box material changing behind `-use-normal-rendering` instead of the runtime toggle of instanced rendering
2 Years Ago
Fix minimum distance for first LOD in RendererLOD being 1m allowing you to see through walls when close up (set to 0m for instanced rendering)
2 Years Ago
Converted conditional model prefabs
2 Years Ago
Fix prefab converter missing conditional models for building blocks (mainly foundation walls)
2 Years Ago
Furnace lit material
2 Years Ago
Fix ConstructionPlaceholder renderers not being removed
2 Years Ago
Remove EmissionToggle component on instanced prefabs Prevent PlanterBox from trying to update material when instanced
2 Years Ago
Re-convert cliffs as InstancedMeshFilter was missing from RendererLOD for some reason
2 Years Ago
Fix formatting of debug of renderers
2 Years Ago
Fix PrefabPreProcess using Cast<> instead of OfType<> Add debug command to print all renderers and number of meshes they are rendering
2 Years Ago
Client & Server compile fixes
2 Years Ago
Fixed so doors (and other placeholder entities) will always show default skin outside of network range Massively simplify render component stripping for instanced prefabs Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
2 Years Ago
Prefabs updated after removing field
2 Years Ago
Remove "HideInsideNetworkRange" field
2 Years Ago
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent` Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
2 Years Ago
Workshop skins work (but a hacky way)
2 Years Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
2 Years Ago
Convert rug, landmind & floor spikes
2 Years Ago
Right click option will handle multiple selected prefabs
2 Years Ago
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)