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
2 Years 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
2 Years Ago
Progress of rewriting MeshRenderers to use a single NativeArray for every mesh instead of a separate NativeArray for each type of mesh
2 Years Ago
Convert jobs to use NativeArray instead of List Add InstancedMeshFilter to workbenches & window embrasures
2 Years Ago
Try to fix LODs disappearing when crossing barriers
2 Years Ago
Move PreProcess after the prefab gets set to 0,0,0 to allow normal localToWorld
2 Years 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
2 Years Ago
Converted worldToLocal -> localToWorld
2 Years Ago
With matricies but still the same broken positions!
2 Years 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
2 Years Ago
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState Fixed prefabs that are no longer SingletonComponents
2 Years Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
2 Years Ago
Implemented skeleton of a job based frustum culling & lod culling system
2 Years Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
2 Years Ago
Update all building block prefabs with InstancedMeshFilter
2 Years Ago
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
2 Years Ago
Update editor tool to convert prefabs to InstancedMeshFilter
2 Years Ago
Beginning of massive refactor to support all entities & all types of world prefabs
2 Years Ago
Show instanced renderers, meshes, triangles & verticies drawn per frame with `perf 7`
2 Years Ago
Changed `global_networking` to a startup parameter that enabled/disables instanced rendering completely
2 Years 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
2 Years Ago
Compile fix
2 Years Ago
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
2 Years Ago
Trying to profile an error that turned out to be corrupted asset bundles
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Fix "Native Collection not disposed" error (forgot to dispose a NativeArray) Fix compilation error on client
2 Years Ago
Refactor `InstancedEntityRenderScheduler` into `InstancedEntityScheduler` and `InstancedRenderScheduler` First cleanup of code
2 Years Ago
All instanced rendering commands restricted to admins
2 Years Ago
Fix windmill scale being wrong as we weren't taking the full scale of individual MeshRenderers into account
2 Years Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
2 Years Ago
Fixed shipping_container_skin material missing randomization tint map
2 Years Ago
Disable instanced rendering on concrete barricade & sandbag (they have skins)
2 Years Ago
Remove old "windmill_main" model from windmill
2 Years Ago
Enable GPU instancing on windmill material Use total scale of mesh instead of only localScale of renderer gameobject
2 Years Ago
merge from main -> global_networked_bases