branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

1 Year Ago
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
1 Year Ago
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
1 Year Ago
Update DrawCall buffer from CPU every frame for stability Fix typo in GPUBuffer<> wrapper
1 Year Ago
Refactor & organize computebuffers with GpuBuffer<T> wrapper to ensure type safety & standardize the way computebuffers are expanded & created Always clear the full memory of a ComputeBuffer when it is created Default copy the existing ComputeBuffer over to the new one when expanding it
1 Year Ago
Write the entire DrawCall array to the ComputeBuffer when it expands
1 Year Ago
Some more cleanup Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
1 Year Ago
Write IndirectArgs inside a separate compute shader Fix submeshes not having their indirect args properly offset Refactor to clean up compute shaders Clear temp buffer before culling
1 Year Ago
Adding some debug while chasing down building blocks being rendered with the wrong mesh
1 Year Ago
Fix flickering by using a separate buffer in the middle of culling & clearing separate buffer with a separate compute shader Small refactoring of compute shaders
1 Year Ago
Cherrypick 85500 & 85501 (2021 compile fixes & remove BeginWrite)
1 Year Ago
Merge gpu_culling into global_networked_bases
1 Year Ago
Rename all instanced debug commands & remove redundant ones Reimplement debugging commands with the new class structure & cell allocator
1 Year Ago
Re-enable burst on culling jobs
1 Year Ago
Fix RendererArray having initial capacity of 32k instead of 512 (typo) causing other arrays not to be resized alongside it Fix DrawCallArray not resizing immediately after adding draw call Fix IndirectArgs not scaling to 5x the size of the draw calls (for 5 uint each draw call)
1 Year Ago
Disable burst for all culling jobs
1 Year Ago
Added instanced rendering inside the SceneView (only runs inside editor)
1 Year Ago
Merge cell_pooling -> global_networked_bases
1 Year Ago
Merge cell_pooling -> global_networked_bases
1 Year Ago
Re-convert building block prefabs after merge from main
1 Year Ago
Cherrypick 85266 & 85268 (2021 compile fixes)
1 Year Ago
Fix protobuf after merge
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
1 Year Ago
Merging rewrite back into global_networked_bases
1 Year Ago
Region out client analytics variables that are "assigned but never used" when compiling client
1 Year Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
1 Year Ago
Change InstancedScheduler script update order to near the end Count number of meshes & shadows separately Add number of rendered meshes, shadows & draw calls for instancing to `perf 8` Add average number of meshes & shadows drawn to client performance analytics Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
1 Year Ago
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea) Clamp instanced rendering distance from 500 - 2500 Take lower of draw distance vs instanced render distance when culling Run codegen to apply convar descriptions
1 Year Ago
Add description to all convars
1 Year Ago
Add clientside performance analytics for instanced rendering - culling time - draw calls - render distance - size of compute buffers & arrays - mesh count - prefab count - entity count
1 Year Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
1 Year Ago
Fix meshes with skins registering a extra renderer
1 Year Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
1 Year Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
1 Year Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
1 Year Ago
Cleanup culling code
1 Year Ago
Enable GPU instancing on brick roof material
1 Year Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
1 Year Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
1 Year Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
1 Year Ago
More cleanup & hopefully fixes
1 Year Ago
Cleanup
1 Year Ago
Fix stackoverflow from typo Fix setting DrawCallCount to material count instead of submesh count
1 Year Ago
Refactor & fix writing IndirectArgs
1 Year Ago
Refactor & fix initialization / cleanup of arrays + compute buffers Fix IndirectArgs not being rewritten after expanding the compute buffer Support renderers that have more submeshes than materials Remove redundant testing convars
1 Year Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
1 Year Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
1 Year Ago
#SERVER compile fixes