userFelixcancel

672 Commits over 516 Days - 0.05cph!

Today
Create BatchRendererGroup on startup
Today
Establish basic compatibility with SRP/RRP
Today
RRP: Prevent NRE from destroyed cameras
6 Days Ago
rebase on main
14 Days Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
14 Days Ago
Enable Read/Write for 2752 meshes below 128 KB
14 Days Ago
Added basic support for occlusion culling to indirect instancing
14 Days Ago
Fixed hack test not correctly skipping single draw renderers
15 Days Ago
Disable fallback rendering by default
15 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
15 Days Ago
merge from /indirect_instancing
15 Days Ago
rebase on main
20 Days Ago
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20 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
20 Days Ago
fix server build
20 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
20 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
21 Days Ago
avoid NRE when enabling indirect instancing
22 Days Ago
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22 Days Ago
merge from indirect_instancing
22 Days Ago
rebase on main
22 Days Ago
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
23 Days Ago
Fixed slot machine not animating with Indirect Instancing
24 Days Ago
rebase on main
27 Days Ago
merge from /indirect_instancing
27 Days Ago
resolve conflicts
27 Days Ago
merge from main
27 Days Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
28 Days Ago
merge from indirect_instancing
28 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
28 Days Ago
rebase on main
29 Days Ago
merge from indirect_instancing
29 Days Ago
rebase on main
30 Days Ago
Update terminology for debug overlay
31 Days Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
31 Days Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
34 Days Ago
rebase on main
34 Days Ago
merge from indirect_instancing (build fix)
34 Days Ago
Fix client and server build 🎳
34 Days Ago
merge from indirect_instancing
34 Days Ago
rebase on main
34 Days Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
35 Days Ago
merge from indirect_instancing
35 Days Ago
rebase on main
36 Days Ago
CodeGen
36 Days Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
36 Days Ago
Add an assertion when trying to update visibility while jobs are running
36 Days Ago
Fix assertion triggered when another player uses a telephone
37 Days Ago
merge from shader_variant_cleanup
38 Days Ago
rebase on main