branchrust_reboot/main/foliage_systemcancel
48 Commits over 28 Days - 0.07cph!
Verbose batching (level 1)
Moved procedural foliage placements to foliage spawn script
Added foliage batching grid to batching prefab, loaded into all scenes
Batched meshes contain xz position offset in zw channels of uv1
Fixed extremely rare race condition while receiving data
Optimized memory usage
Refactoring
Tweaked default batching params
Don't start refresh coroutines until RefreshAll is called
More granular time slicing for work on the main thread
Foliage seed is stored on the cell
Refactoring, making everything less insane
Fixed collider lookup table on batched colliders
CraggyIsland foliage test
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
Overgrowth material uses foliage shader
Mesh batching includes vertex color data
Fixed possible race condition in renderer / collider batch threading
Optimized all batch refreshes
Cleanup
Foliage system optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Mesh batching threading / coroutine optimizations
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching