branchrust_reboot/main/d11_console_version/instancingcancel
86 Commits over 28 Days - 0.13cph!
Use gpu instancing for building blocks
Added D11DynamicInstancingGpu
Add support for InstallInBuildFolder
Fixes for GibbableAttribute
Fix for missing Profiler.EndSample
Fix for World.GetRange calculation on LODGroups
changed epsilon value for Quaternion.EnsureValid because float.Epsilon seems to be too small and is causing asserts in debug builds of Unity
Fix for tree pools with new lodgroup changes.
Made D11DynamicInstancing prefab info static.
Made PrefabPoolCollection.SetGroup assign the correct prefabID instead of relying on the Poolable component being preprocessed before the component that assigns the group.
Add D11DynamicInstancing component to camera
Merge with d11_console_version
Added client.createtiming convar to log entity creation timings
Gather stats for plant skins and save out gibs as prefabs
Fix for mesh collider pool transfer layer and tag
Fix building block changes for client+server mode
Work in progress making gibbable meshes non-readable
Added GameManager.IsTransformOnly
Use instanced rendering for the building blocks. Disabled the building placeholders.
Detect some prefab types which can be grouped automatically, mostly just mesh colliders used by the building components.
Added a GibbableAttribute so that building components don't have to duplicate that information in every single instance (this also improve pool reuse).
Made Gibbables use a gib.prefab and made them poolable.
Removed ConstructionSkin component and moved the logic into BuildingBlock.
Enabled instancing on building blocks & construction skins. Split out the 'movement' colliders from some of the skins to improve pool sharing.
Added dynamic instancing system for building blocks etc
Fix for CompareObjects when enum values out of range
Merge with prefabpools branch
Merge with d11_console_version
Don't destroy MaterialSetup on pooled world objects
Use roslyn compiler on xb1
Rosyln compiler xb1 fixes
added LOD fade test and removed old compute shader stuff (for now)
enable instancing on materials
Added jobs and burst packages
Fix for instance colours. Turns out you need to convert the colours to linear to be able to pass them as a vector array.
Added D11Instancing component to camera
Added prefab list inspector
Work in progress instanced rendering for static world geometry