userFelixcancel

664 Commits over 516 Days - 0.05cph!

Today
Disable fallback rendering by default
Today
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Today
merge from /indirect_instancing
Today
rebase on main
5 Days Ago
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5 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
5 Days Ago
fix server build
5 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
5 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
6 Days Ago
avoid NRE when enabling indirect instancing
7 Days Ago
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7 Days Ago
merge from indirect_instancing
7 Days Ago
rebase on main
7 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`.
8 Days Ago
Fixed slot machine not animating with Indirect Instancing
9 Days Ago
rebase on main
12 Days Ago
merge from /indirect_instancing
12 Days Ago
resolve conflicts
12 Days Ago
merge from main
12 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.
13 Days Ago
merge from indirect_instancing
13 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.
13 Days Ago
rebase on main
15 Days Ago
merge from indirect_instancing
15 Days Ago
rebase on main
15 Days Ago
Update terminology for debug overlay
16 Days Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
16 Days Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
19 Days Ago
rebase on main
19 Days Ago
merge from indirect_instancing (build fix)
19 Days Ago
Fix client and server build 🎳
19 Days Ago
merge from indirect_instancing
19 Days Ago
rebase on main
19 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)
21 Days Ago
merge from indirect_instancing
21 Days Ago
rebase on main
21 Days Ago
CodeGen
21 Days Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
21 Days Ago
Add an assertion when trying to update visibility while jobs are running
21 Days Ago
Fix assertion triggered when another player uses a telephone
23 Days Ago
merge from shader_variant_cleanup
23 Days Ago
rebase on main
34 Days Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
35 Days Ago
CodeGen
35 Days Ago
merge from indirect_instancing
35 Days Ago
Mark Indirect Instancing as DeveloperOnly
35 Days Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
37 Days Ago
rebase on main
37 Days Ago
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
41 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.