branchrust_reboot/main/foliage_systemcancel

48 Commits over 28 Days - 0.07cph!

7 Years Ago
Merge from main
7 Years Ago
Verbose batching (level 1)
7 Years Ago
Moved procedural foliage placements to foliage spawn script Added foliage batching grid to batching prefab, loaded into all scenes
7 Years Ago
Batched meshes contain xz position offset in zw channels of uv1
7 Years Ago
Fixed extremely rare race condition while receiving data Optimized memory usage Refactoring
7 Years Ago
Cleanup
7 Years Ago
7 Years Ago
Merge from main
7 Years Ago
Updated ignore.conf
7 Years Ago
Merge from main
7 Years Ago
Tweaked default batching params
7 Years Ago
Don't start refresh coroutines until RefreshAll is called
7 Years Ago
Tweaks
7 Years Ago
More granular time slicing for work on the main thread
7 Years Ago
7 Years Ago
Merge from main
7 Years Ago
Optimizations
7 Years Ago
Foliage seed is stored on the cell
7 Years Ago
7 Years Ago
7 Years Ago
Merge from main
7 Years Ago
Refactoring, making everything less insane
7 Years Ago
Merge from main
7 Years Ago
Refactoring
7 Years Ago
Multithreaded batcharoo
7 Years Ago
Merge from main
7 Years Ago
Merge from main
7 Years Ago
Fixed collider lookup table on batched colliders
7 Years Ago
CraggyIsland foliage test
7 Years Ago
Test foliage assets
7 Years Ago
Moved displacement sampling to common foliage shader include Added temporary displacement to foliage shader
7 Years Ago
Overgrowth material uses foliage shader
7 Years Ago
Mesh batching includes vertex color data
7 Years Ago
Tweaks and fixes
7 Years Ago
Cleanup and fixes
7 Years Ago
Merge from main
7 Years Ago
Fixed possible race condition in renderer / collider batch threading Optimized all batch refreshes Cleanup
7 Years Ago
Merge from main
7 Years Ago
Foliage system optimizations
7 Years Ago
More profiler samples
7 Years Ago
Profiler samples
7 Years Ago
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
7 Years Ago
Mesh batching threading / coroutine optimizations
7 Years Ago
Merge from main
7 Years Ago
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
7 Years Ago
Progress
7 Years Ago
Merge from main
7 Years Ago
Baseline