branchrust_reboot/main/cpu_batching_submeshcancel
15 Commits over 0 Days - ∞cph!
Fixed batched shipping container losing color
- caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
Fix compile error after merge
merge from main -> cpu_batching_submesh
merge from main -> cpu_batching_submesh
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes
- allows batching on container to be toggled by changing `renderer_submeshes` convar
Fix submesh bypass per prefab being inverted
Enable submesh batching on shipping container
Only enable submesh batching on certain assets instead of every single one
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
Delete unused Combine() overload from MeshRendererData
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent
- until we fix the LOD2 container wall having mismatched material order compared to the other lods
Add support to RendererBatch for submeshes
- RendererBatch will send each submesh to the batching system separately with it's own material and track them both
- update batching system to use submeshes when merging meshes