branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

1 Year Ago
Manually convert doors and mark as "normal rendering in network range"
1 Year 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
1 Year Ago
Don't run OnPreCull unless in playmode (errors)
1 Year Ago
One inverted bool convar = hour of debugging
1 Year Ago
Manually convert doors
1 Year Ago
Convert some building prefabs & mats
1 Year Ago
Fix prefab converter, add option for some building prefabs
1 Year Ago
Cherry pick 84602 (BeginWrite called twice)
1 Year Ago
Cleanup
1 Year Ago
Convert sam site bottom to RendererLOD Update sam site prefab with new InstancedMeshFilter
1 Year Ago
Fix entity update being recieved before global network update
1 Year Ago
Cleanup
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Fix entity configs not being added & windmill prefab updated
1 Year Ago
Prefabs being migrated to new format in a separate commit
1 Year Ago
Change `InstancedMeshFilter` from List<Renderer> to single Renderer each and have multiple components Refactor existing code to work the new component data layout
1 Year Ago
Another code fix
1 Year Ago
Code fixes of converter
1 Year 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"
1 Year Ago
Standardize "single method" to ingest all types renderers into instanced rendering configs: RendererLOD, MeshLOD and plan MeshRenderers
1 Year Ago
Some more deployables
1 Year Ago
Convert a bunch of deployables
1 Year Ago
Convert landmine to rendererlod
1 Year Ago
Support importing MeshLOD into InstancedMeshFilter
1 Year Ago
Fix embrasure instanced rendering missing. add instanced rendering to large box
1 Year Ago
Compile fix
1 Year Ago
Disable work shop skin applying since MeshRenderers are removed
1 Year Ago
Client compile fixes
1 Year Ago
Fix foundation floor not showing
1 Year Ago
Implement removing mesh (again) Update virtualMeshId when allocating larger section for a grid
1 Year Ago
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
1 Year Ago
More skeleton of texture atlas stuff
1 Year Ago
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material Various fixes
1 Year Ago
Enabling instancing on some cliff shaders
1 Year 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
1 Year Ago
Ensure CullingJob skips over hidden meshes
1 Year Ago
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
1 Year Ago
Move location of "spawn virtual world prefab"
1 Year Ago
Convert v3 rocks to instanced rendering
1 Year 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
1 Year Ago
Add post culling job to count number of meshes in output
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Convert rocks
1 Year Ago
See if instanced rendering will work with world prefabs (rocks)
1 Year Ago
Also remove MeshFilter & every RendererBatch
1 Year Ago
Add `StripChildren` component to all building block prefabs
1 Year Ago
Automatically add `StripChildren` component to building blocks when using tool to convert to instanced rendering
1 Year Ago
Add `StripChildren` prefab attribute to remove all empty child gameobjects Add to wall prefab
1 Year Ago
Add some debug
1 Year Ago
LODs will adjust their distance based on FOV / when you zoom in