515 Commits over 396 Days - 0.05cph!
Check textures for null in ApplyMipLevels()
Check textures for null in ApplyMipLevels()
Merge Indirect Instancing Fixes
* Store local bounds so that new world bounds can be derived when an instance moves
* Emit a warning when a unit cube is assumed for bounds
* Don't actually try calculating worldBounds for Unity, it gets really messy when things move around
* Use the new local bounds for the debug overlay as well
* Add some null checks in MotionList
* Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
Remove leftover debug message from ElectricWindmill
Remove leftover debug message from ElectricWindmill
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Fixed initial door states after load by finalising the transform on StopMotion()
Remove IBatchingToggle from InstancedLODComponent
Fix electric windmill animation
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Disable terrain culling by default
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
- Fix inaccuracies in terrain culling raycast
- Fix terrain culling issues around terrain holes
- Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use
- Make the first culling layer (LOD/Distance) respect the instance occupation mask
- Add `terrain.debug` command to visualise how the culling system sees the terrain height map
- Fine tune `tc_max_iterations` to 512
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space.
- Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`.
- Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
Fix floating point overlow in mip level calculation
- Clean up texture streaming jobs
- Fix wrong camera position in Streaming_FallbackSquaredDistanceJob
- Add various debugging ConVars
- Add "Indirect Instancing" UI Indicator
Experimental frame synchronisation ConVars
Fix monster mesh rendering issue
Reset some CodeGen to their state on /main
- Create buffers with correct flags according to `buffer_upload_mode`
- Set default buffer upload mode to be "indirect" (1)
- Disallow changing `buffer_upload_mode` during gameplay
un-gate indirect instancing for testing purposes
Fix build by scrapping the function pointer idea.
- Fix rendering issues due to various jobs executing for command indices that are no longer in use.
- Fix broken debug draw when damage region bitscan job is active.
- Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity.
- Create a universal IsCallVisible() function instead of the mess we had before
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy.
- Always update the entire buffer to make greedy GPU drivers happy.
- Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything.
- Use a function pointer (👻) in damage region processing for similar reasions.
- Unlock the arrays in Update in case OnPreCull wasn't called.
- New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
A whole marathon of Indirect Instancing changes:
- Schedule all jobs at the beginning of LateUpdate() for better worker utilisation.
- Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles.
- Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler.
- Run the debug overlay (where possible) in parallel with the jobs to improve performance
- Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes)
- Schedule all jobs using ScheduleByRef.
- Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible.
- Make batch size tunable: `indirect_instancing.batches_per_worker`
- Add somewhat automatic instrumentation to CrudeProfiler via `using` statements.
- Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.)
- Add more profiler instrumentation.
- Rename a ton of things for clarity.
- Remove CommandBuffer. We won't need it where we're going.
Fix burst compile issues by bringing back `DamageRegion` struct
Jobify the damage region scanning for instance data
First implementation of hybrid monster meshes
Merge from /indirect_instancing/layers