branchrust_reboot/prereleasecancel
679 Commits over 304 Days - 0.09cph!
Added hiz based player culling (only terrain atm); kept ray-based culling as fallback when hiz disabled
Adjusted player culling spheres; cleaned up code
Made player culling update every frame it's free and accurate; fallback still uses adaptive rate
Optimistically re-saving every prefab with a particlesystem
First pass ragdoll to dynamic occlusion culling
Optimized player model UpdateVisibility
Optimizations and fixes for occlusion culling
Commented profiling samples on playermodel updateRot/Pos
Fixed profiler sample mismatch in baseplayer-vis
Fixed white background on player preview
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor
Fixed shader compile error in edge detect shader (vulkan)
Fixed placed entity spawn pos/rot being reset
Fixed handling bug when dynamic occludees are destroyed
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Fixed server compilation
Made thirdparty occlusion culling portable again
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)
Added opaque sort mode option to Main Camera component
Enabled instancing again on some rocks (has to be done via material now...)
Added instancing toggle to our custom shadergui in parity with unity standard
Enabled instancing for building materials
Enabled instancing for prop materials
Enabled instancing on effect materials
Enabled instancing on nature materials
Enabled instancing on decals, structures, props and some prefabs
Enabled instancing on remaining materials
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
Ai considers water depth when idle wandering
Added editor.select command
Renamed entity.create to entity.spawn
Entity.spawn can take partial name, will complain if partial could be more than one entity
Entity.spawn spawns where player is looking, rather than inside player's face
Ai.WantsToAttack returns 0-1 to allow better weighting
Fixed a bunch of culling bugs for both player and npc + small optimizations
Added frequency controlled culling bounds refresh
Added playercull style minimum cull distance, sleeper dist, etc
Now disabling child animators as well
Added occluders to relevant building core prefabs
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls