branchrust_reboot/main/d11_console_version/instancingcancel
86 Commits over 28 Days - 0.13cph!
Update version to 2018.3.8f1
Upped version on FP's 4K server saves
Disable texture streaming on building blocks (until we have a better solution for instanced meshes)
Fix for MeshLODs not converting properly
Fix for multiple RendererLOD levels being active at once
fix for client+server config
Fix for missing bundle tags
Merge from d11_console_version
Added some extra save data from facepunch
work in progress compute shaders for updating instancing lists
ugh, ignore .vscode properly
Reinstate the prefab warmup
Only batch the building blocks for now until the texture streaming issues are resolved
Added some extra validation to SimplePrefabPool and made a fix for the last instance in the pool being broken on certain objects, e.g. scrap_searchlight_barrel
Added menu option to write out the dependencies of the instanced meshes
Fix for GPU culling on PS4
Don't dynamically spawn power lines
Instancing fixes (including ps4 frustum culling)
Fix for trying to dynamically spawn network entities
a couple of shutdown fixes
Turn off texture streaming on instanced meshes (because the texture streamer has no way to know which mipmaps to stream in for these meshes)
Changed instancing stuff to store out the prefab instance info at build time.
Switched back to using a D11InstanceRenderer for everything except building blocks for now.
Fixes for building block instanced mesh cleanup
Prevent RandomDestroy objects from being considered for instancing
Tidied up world spawn pool and pool grouping stuff
Fix up pool mode 2 in D11WorldSpawn
Ensure RandomDestroy stuff doesn't end up in D11WorldSpawn (not safe to pool)
Make the ReverbZoneTrigger keep the ReverbZone component around
More work on instancing including support for decor patches and foliage and MaterialSetup
Changed GameManager and Prefab to use prefab IDs rather than strings
Fix for MeshLOD.PreProcess removing components that are being referenced
Fixes for MeshLOD preprocessing (wasn't deleting the original MeshRenderer or copying the MaterialSetup to children)
Generate gib prefabs into gibs folder
Moved gibbable prefab stuff into d11assetfiddler
Fix for D11DynamicInstancingGpu with unmodified unity (although probably still needs shader fixes)
Only preprocess batchable meshes on the client side
Add warnings if trying to change importer settings during play/build
Merge from d11_console_version
Merge with d11_console_version
Fix for procedural instancing instance ID on PS4
Add D11DynamicInstancingGpu component to camera