userFelixcancel

668 Commits over 516 Days - 0.05cph!

Today
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Today
Enable Read/Write for 2752 meshes below 128 KB
Today
Added basic support for occlusion culling to indirect instancing
Today
Fixed hack test not correctly skipping single draw renderers
Yesterday
Disable fallback rendering by default
Yesterday
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Yesterday
merge from /indirect_instancing
Yesterday
rebase on main
6 Days Ago
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6 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
6 Days Ago
fix server build
6 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
7 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
7 Days Ago
avoid NRE when enabling indirect instancing
8 Days Ago
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8 Days Ago
merge from indirect_instancing
8 Days Ago
rebase on main
8 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`.
10 Days Ago
Fixed slot machine not animating with Indirect Instancing
10 Days Ago
rebase on main
13 Days Ago
merge from /indirect_instancing
13 Days Ago
resolve conflicts
13 Days Ago
merge from main
13 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.
14 Days Ago
merge from indirect_instancing
14 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.
15 Days Ago
rebase on main
16 Days Ago
merge from indirect_instancing
16 Days Ago
rebase on main
16 Days Ago
Update terminology for debug overlay
17 Days Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
18 Days Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
20 Days Ago
rebase on main
20 Days Ago
merge from indirect_instancing (build fix)
20 Days Ago
Fix client and server build 🎳
20 Days Ago
merge from indirect_instancing
20 Days Ago
rebase on main
20 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)
22 Days Ago
merge from indirect_instancing
22 Days Ago
rebase on main
22 Days Ago
CodeGen
22 Days Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
22 Days Ago
Add an assertion when trying to update visibility while jobs are running
22 Days Ago
Fix assertion triggered when another player uses a telephone
24 Days Ago
merge from shader_variant_cleanup
25 Days Ago
rebase on main
35 Days Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
36 Days Ago
CodeGen
36 Days Ago
merge from indirect_instancing
36 Days Ago
Mark Indirect Instancing as DeveloperOnly