branchrust_reboot/main/global_networked_basescancel

398 Commits over 153 Days - 0.11cph!

1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Disabled redundant disabled reflection probes on a bunch of building blocks
1 Year Ago
Add debug message when a prefab with a disabled reflection gameobject is found (to quickly find prefabs)
1 Year Ago
Remove disabled reflection probe renderers from left & right conditional walls
1 Year Ago
Frustum culling fixed & works based off max render range
1 Year Ago
Fix NativeArray.Add() expanding array size every time Expand RenderData & ComputeBuffer Frustum culling entire grids before rendering to test
1 Year Ago
Merge from main
1 Year Ago
Lots of fixes make the grid based rendering minimally functional again
1 Year Ago
Add `Instancing` namespace Start implementing storing meshes into grids to enforce max render distance & frustum culling effeciently
1 Year Ago
Reduce from 6 to 2 frustum planes
1 Year Ago
Fix twig foundations not showing Cull shadows at shadow distance Make a separate monobehavior to call into InstancedEntityScheduler - due to PreProcess is being called before the InstancedEntityScheduler was spawned
1 Year Ago
Fix unity "startIndex" with DrawMeshInstancedIndirect() not working Implement custom shader property "_InstancedIndexOffset" to fix it Add `test_instanced_culling` command to spawn in 50k-200k random prefabs Fix race condition in culling job by uncommenting original threadsafe increment Add placeholder sorting of input data to see if sorting significantly speeds up culling job Culling job now runs across multiple threads via job system Disable ParallelForRestriction in culling job
1 Year Ago
Remove redundant reflection probe renderer from wall prefabs
1 Year Ago
Do distance culling before frusum culling Measure culling job execution time
1 Year Ago
Bunch of small fixes FINALLY rendering in the correct place again because I had to use a separate computebuffer for each DrawMeshInstancedindirect() call?
1 Year Ago
More fixes
1 Year Ago
Wrote again to have single array to make job system happy Input: large unsorted NativeArray of every meshes Cull and sort them in the job system Render each mesh from a large compute buffer of the output Not rendering in exactly the right place but need to checkpoint
1 Year Ago
Progress of rewriting MeshRenderers to use a single NativeArray for every mesh instead of a separate NativeArray for each type of mesh
1 Year Ago
Convert jobs to use NativeArray instead of List Add InstancedMeshFilter to workbenches & window embrasures
1 Year Ago
Try to fix LODs disappearing when crossing barriers
1 Year Ago
Move PreProcess after the prefab gets set to 0,0,0 to allow normal localToWorld
1 Year Ago
Add `Transform.LocalPrefabToRoot()` extension method to calculate localToWorld regardless of prefab's world position Remove hack of setting prefabs to 0,0,0 before we PreProcessed them when isolating problems Ensure LODs are ordered when processing them
1 Year Ago
Converted worldToLocal -> localToWorld
1 Year Ago
With matricies but still the same broken positions!
1 Year Ago
Got it "working" again Job system runs on main thread til we figure out NativeList Fix building blocks & prefabs not registering Warmup prefabs in the editor manually based on network updates
1 Year Ago
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState Fixed prefabs that are no longer SingletonComponents
1 Year Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
1 Year Ago
Implemented skeleton of a job based frustum culling & lod culling system
1 Year Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
1 Year Ago
Update all building block prefabs with InstancedMeshFilter
1 Year Ago
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
1 Year Ago
Update editor tool to convert prefabs to InstancedMeshFilter
1 Year Ago
Beginning of massive refactor to support all entities & all types of world prefabs
1 Year Ago
Show instanced renderers, meshes, triangles & verticies drawn per frame with `perf 7`
1 Year Ago
Changed `global_networking` to a startup parameter that enabled/disables instanced rendering completely
1 Year Ago
Disable global rendering on barricade prefabs Add "global_rendering" convar to disable renderers using the lowest LOD Fix instanced rendering outside of network range defaulting to the highest LOD instead of lowest LOD
1 Year Ago
Compile fix
1 Year Ago
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
1 Year Ago
Trying to profile an error that turned out to be corrupted asset bundles
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Fix "Native Collection not disposed" error (forgot to dispose a NativeArray) Fix compilation error on client
1 Year Ago
Refactor `InstancedEntityRenderScheduler` into `InstancedEntityScheduler` and `InstancedRenderScheduler` First cleanup of code
1 Year Ago
All instanced rendering commands restricted to admins
1 Year Ago
Fix windmill scale being wrong as we weren't taking the full scale of individual MeshRenderers into account
1 Year Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
1 Year Ago
Fixed shipping_container_skin material missing randomization tint map
1 Year Ago
Disable instanced rendering on concrete barricade & sandbag (they have skins)
1 Year Ago
Remove old "windmill_main" model from windmill
1 Year Ago
Enable GPU instancing on windmill material Use total scale of mesh instead of only localScale of renderer gameobject
1 Year Ago
merge from main -> global_networked_bases