branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

9 Months Ago
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
9 Months Ago
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
9 Months Ago
Update DrawCall buffer from CPU every frame for stability Fix typo in GPUBuffer<> wrapper
9 Months 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
9 Months Ago
Write the entire DrawCall array to the ComputeBuffer when it expands
9 Months Ago
Some more cleanup Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
9 Months 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
9 Months Ago
Adding some debug while chasing down building blocks being rendered with the wrong mesh
9 Months 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
9 Months Ago
Cherrypick 85500 & 85501 (2021 compile fixes & remove BeginWrite)
9 Months Ago
Merge gpu_culling into global_networked_bases
9 Months Ago
Rename all instanced debug commands & remove redundant ones Reimplement debugging commands with the new class structure & cell allocator
9 Months Ago
Re-enable burst on culling jobs
10 Months 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)
10 Months Ago
Disable burst for all culling jobs
10 Months Ago
Added instanced rendering inside the SceneView (only runs inside editor)
10 Months Ago
Merge cell_pooling -> global_networked_bases
10 Months Ago
Merge cell_pooling -> global_networked_bases
10 Months Ago
Re-convert building block prefabs after merge from main
10 Months Ago
Cherrypick 85266 & 85268 (2021 compile fixes)
10 Months Ago
Fix protobuf after merge
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
10 Months Ago
Merging rewrite back into global_networked_bases
10 Months Ago
Region out client analytics variables that are "assigned but never used" when compiling client
10 Months 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
10 Months 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
10 Months 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
10 Months Ago
Add description to all convars
10 Months 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
10 Months Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
10 Months Ago
Fix meshes with skins registering a extra renderer
10 Months Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
10 Months Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
10 Months Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
10 Months Ago
Cleanup culling code
10 Months Ago
Enable GPU instancing on brick roof material
10 Months Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
10 Months Ago
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
10 Months Ago
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
10 Months Ago
More cleanup & hopefully fixes
10 Months Ago
Cleanup
10 Months Ago
Fix stackoverflow from typo Fix setting DrawCallCount to material count instead of submesh count
10 Months Ago
Refactor & fix writing IndirectArgs
10 Months 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
10 Months Ago
Trying to fix errors that appear in CLIENT mode but not CLIENT + SERVER on craggy
10 Months Ago
Fix IndirectArgs ComputeBuffer not expanding because it is 5 uint each draw call
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
Cherrypick 84979 (BeginWrite two new compute buffers)
10 Months Ago
#SERVER compile fixes