branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

10 Months Ago
Add `use_command_buffers` command to toggle between Graphics.DrawMeshInstancedIndirect() and CommandBuffers Can use convar at runtime to switch back and forfth Added manually submitting draw calls back as CommandBuffers broke lighting & were slower after first iteration
10 Months Ago
Finally fixed the rendering so opaque geometry & shadows are kept in separate command buffers... although I would need to add the shadow commandbuffer to each light now
10 Months Ago
Give name to the the instanced CommandBuffer & CommandBuffers created by `CommandBufferSystem` It now renders with the command buffer, just gotta figure out incorrect lighting, multiple meshes overlapping & lighting turning off every 1s
10 Months Ago
Submit DrawCalls via `CommandBuffer` instead of `Graphics.DrawMeshInstancedIndirect()` Hook `MainCamera.OnPreCull()` via a `InstancedCameraComponent` instead of static Action Change shaders to use a commandBuffer to get the start index of each drawcall instead of passing an index into each MaterialPropertyBlock (not completely done, more of a stash)
10 Months Ago
Remove instanced rendering from furnace & planters as they require an extra color to be passed in Some materials missed
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
See if small tweak fixes "virtual mesh not found"
10 Months Ago
Enabling material instancing on a few electrical materials (not custom instancing)
10 Months Ago
Missed the other CS files for `print_prefabs` changes
10 Months Ago
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
10 Months Ago
Fix initializing & destroying instanced rendering system not working (at least in editor)
10 Months Ago
Use default skinId for ShadowOnly renderers
10 Months Ago
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
10 Months Ago
Merge from main -> global_networked_bases
10 Months Ago
Add debug to figure out why trees are not showing as billboards
10 Months Ago
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
10 Months Ago
Fix ConstructionPlaceholder not being removed from building blocks
10 Months Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
10 Months Ago
Implement compacting array of meshes when expanding but it still sucks
10 Months Ago
Add "remove instancing" menu option to remove instanced rendering from prefabs Remove instanced rendering from TC (DeferredMeshDecal)
10 Months Ago
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
10 Months Ago
Enable instancing for locker & TC
10 Months Ago
Network++ up to 2500 to avoid conflicts on aux2
10 Months Ago
Garage door uses normal rendering in network range
10 Months Ago
Implement disposing / cleanup of instanced rendering when leaving server ConVar.Mesh.quality will scale instanced rendering LODs too
10 Months Ago
Cleanup GlobalNetworkHandler
10 Months Ago
Fix blue deploy guide not showing for instanced prefabs Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
10 Months Ago
Manually set "globalBuildingBlock" for all building block prefabs
10 Months Ago
Remove magic "is BuildingBlock"
10 Months Ago
Convert sleeping bag and bed
10 Months Ago
Change `global_rendering` convar into a command line argument `--use-normal-rendering` Block planter box material changing behind `-use-normal-rendering` instead of the runtime toggle of instanced rendering
10 Months Ago
Fix minimum distance for first LOD in RendererLOD being 1m allowing you to see through walls when close up (set to 0m for instanced rendering)
10 Months Ago
Converted conditional model prefabs
10 Months Ago
Fix prefab converter missing conditional models for building blocks (mainly foundation walls)
10 Months Ago
Furnace lit material
10 Months Ago
Fix ConstructionPlaceholder renderers not being removed
10 Months Ago
Remove EmissionToggle component on instanced prefabs Prevent PlanterBox from trying to update material when instanced
10 Months Ago
Re-convert cliffs as InstancedMeshFilter was missing from RendererLOD for some reason
10 Months Ago
Fix formatting of debug of renderers
10 Months Ago
Fix PrefabPreProcess using Cast<> instead of OfType<> Add debug command to print all renderers and number of meshes they are rendering
10 Months Ago
Client & Server compile fixes
10 Months Ago
Fixed so doors (and other placeholder entities) will always show default skin outside of network range Massively simplify render component stripping for instanced prefabs Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
10 Months Ago
Prefabs updated after removing field
10 Months Ago
Remove "HideInsideNetworkRange" field
10 Months Ago
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent` Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
10 Months Ago
Workshop skins work (but a hacky way)
10 Months Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
10 Months Ago
Convert rug, landmind & floor spikes
10 Months Ago
Right click option will handle multiple selected prefabs
10 Months Ago
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)