userFelixcancel

692 Commits over 547 Days - 0.05cph!

Today
Use absolute path when downloading world
2 Days Ago
Add automatic shader remapping to Indirect Instancing This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being. (need to migrate ComputeBuffer → GraphicsBuffer first)
2 Days Ago
RRP: Add some DOTS support to Lit vertex shader
2 Days Ago
Clean up InstanceCreationInfo.material
2 Days Ago
Set debug labels for indirect instancing buffers
10 Days Ago
Rebase on /main
10 Days Ago
Fix terrain.geometryclipmaps not persisting properly
10 Days Ago
Get Unity to shut up about CBuffer setup (Rust/Standard)
12 Days Ago
Rebase on /main
12 Days Ago
Subtract mesh changes to prevent conflicts
22 Days Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
24 Days Ago
Fix a few shader compilation errors with rare variants
24 Days Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
24 Days Ago
Remove conflicting shader directory
24 Days Ago
Fix shader errors
24 Days Ago
Set up layer structure in new prototype shader
24 Days Ago
Split StandardLayers into types and functions
24 Days Ago
Cherry-pick new standard shader prototype
28 Days Ago
Set up inputs for new RRP compatible standard shader
30 Days Ago
Create BatchRendererGroup on startup
30 Days Ago
Establish basic compatibility with SRP/RRP
30 Days Ago
RRP: Prevent NRE from destroyed cameras
36 Days Ago
rebase on main
43 Days Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
43 Days Ago
Enable Read/Write for 2752 meshes below 128 KB
44 Days Ago
Added basic support for occlusion culling to indirect instancing
44 Days Ago
Fixed hack test not correctly skipping single draw renderers
45 Days Ago
Disable fallback rendering by default
45 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
45 Days Ago
merge from /indirect_instancing
45 Days Ago
rebase on main
49 Days Ago
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49 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
49 Days Ago
fix server build
50 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
50 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
50 Days Ago
avoid NRE when enabling indirect instancing
51 Days Ago
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52 Days Ago
merge from indirect_instancing
52 Days Ago
rebase on main
52 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`.
53 Days Ago
Fixed slot machine not animating with Indirect Instancing
54 Days Ago
rebase on main
56 Days Ago
merge from /indirect_instancing
56 Days Ago
resolve conflicts
56 Days Ago
merge from main
56 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.
57 Days Ago
merge from indirect_instancing
57 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.