branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

10 Months Ago
Manually convert doors and mark as "normal rendering in network range"
10 Months Ago
Can now right click individual prefabs and convert them with the right click context menu Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch) Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
10 Months Ago
Don't run OnPreCull unless in playmode (errors)
10 Months Ago
One inverted bool convar = hour of debugging
10 Months Ago
Manually convert doors
10 Months Ago
Convert some building prefabs & mats
10 Months Ago
Fix prefab converter, add option for some building prefabs
11 Months Ago
Cherry pick 84602 (BeginWrite called twice)
11 Months Ago
Cleanup
11 Months Ago
Convert sam site bottom to RendererLOD Update sam site prefab with new InstancedMeshFilter
11 Months Ago
Fix entity update being recieved before global network update
11 Months Ago
Cleanup
11 Months Ago
Merge from main -> global_networked_bases
11 Months Ago
Fix entity configs not being added & windmill prefab updated
11 Months Ago
Prefabs being migrated to new format in a separate commit
11 Months Ago
Change `InstancedMeshFilter` from List<Renderer> to single Renderer each and have multiple components Refactor existing code to work the new component data layout
11 Months Ago
Another code fix
11 Months Ago
Code fixes of converter
11 Months Ago
Convert DeployGuide to Graphics.DrawMesh() only to find out it's only used for codelocks Start converting ConstructionPlaceholder over instead Getting ready to convert all InstancedMeshFilter to be applied to every MeshRenderer instead of "one InstancedMeshFilter per prefab"
11 Months Ago
Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
11 Months Ago
Some more deployables
11 Months Ago
Convert a bunch of deployables
11 Months Ago
Convert landmine to rendererlod
11 Months Ago
Support importing MeshLOD into InstancedMeshFilter
11 Months Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
11 Months Ago
Compile fix
11 Months Ago
Disable work shop skin applying since MeshRenderers are removed
11 Months Ago
Client compile fixes
11 Months Ago
Fix foundation floor not showing
11 Months Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
11 Months Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
11 Months Ago
More skeleton of texture atlas stuff
11 Months Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
11 Months Ago
Enabling instancing on some cliff shaders
11 Months Ago
Fix renderers only being removed for building blocks Make `InstancedMeshFilter` a client component so it gets culled off the server Remove virtual prefab tracking when loading map (will clear every instanced prefab when map unloads instead) Fix instanced world prefabs spawning under terrain
11 Months Ago
Ensure CullingJob skips over hidden meshes
11 Months Ago
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
11 Months Ago
Move location of "spawn virtual world prefab"
11 Months Ago
Convert v3 rocks to instanced rendering
11 Months Ago
Add method to toggle the visibility of an instanced mesh without removing it from the array Support animated entities (again) by disabling instanced rendering when inside network range & enabling it when they go outside network range Remove `InstancedMeshTracker` until we properly support animated entities one day Added config option to `InstancedMeshFilter` that allows you to specify what meshes to use for an entity placeholder
11 Months Ago
Add post culling job to count number of meshes in output
11 Months Ago
Merge from main -> global_networked_bases
11 Months Ago
Convert rocks
11 Months Ago
See if instanced rendering will work with world prefabs (rocks)
11 Months Ago
Also remove MeshFilter & every RendererBatch
11 Months Ago
Add `StripChildren` component to all building block prefabs
11 Months Ago
Automatically add `StripChildren` component to building blocks when using tool to convert to instanced rendering
11 Months Ago
Add `StripChildren` prefab attribute to remove all empty child gameobjects Add to wall prefab
11 Months Ago
Add some debug
11 Months Ago
LODs will adjust their distance based on FOV / when you zoom in