userFelixcancel

911 Commits over 730 Days - 0.05cph!

11 Months Ago
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
11 Months Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
11 Months Ago
Remove leftover debug message from ElectricWindmill
11 Months Ago
Remove leftover debug message from ElectricWindmill
11 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
11 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
11 Months Ago
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
11 Months Ago
CodeGen
11 Months Ago
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
11 Months Ago
Rebase on /main
11 Months Ago
Fixed initial door states after load by finalising the transform on StopMotion()
11 Months Ago
Fix server build
11 Months Ago
Remove IBatchingToggle from InstancedLODComponent
11 Months Ago
Fix electric windmill animation
11 Months Ago
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
11 Months Ago
Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
11 Months Ago
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.
11 Months Ago
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
11 Months Ago
Rebase on /main
1 Year Ago
Disable terrain culling by default
1 Year Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
1 Year Ago
- 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
1 Year Ago
- 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.
1 Year Ago
Fix floating point overlow in mip level calculation
1 Year Ago
More debugging ConVars
1 Year Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
1 Year Ago
Experimental frame synchronisation ConVars
1 Year Ago
Fix monster mesh rendering issue
1 Year Ago
Re-apply CodeGen
1 Year Ago
Reset some CodeGen to their state on /main
1 Year Ago
CodeGen
1 Year Ago
Rebase on /main
1 Year Ago
Rebase on /main
1 Year Ago
- 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
1 Year Ago
un-gate indirect instancing for testing purposes
1 Year Ago
Fix build by scrapping the function pointer idea.
1 Year Ago
Fix typo
1 Year Ago
- 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
1 Year Ago
- 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`
1 Year Ago
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.
1 Year Ago
Some cleanups
1 Year Ago
Fix burst compile issues by bringing back `DamageRegion` struct
1 Year Ago
Jobify the damage region scanning for instance data
1 Year Ago
First implementation of hybrid monster meshes
1 Year Ago
Merge from /indirect_instancing/layers
1 Year Ago
Slightly optimise command reordering
1 Year Ago
Jobified instance reordering
1 Year Ago
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1 Year Ago
Merge bitmapped_damage_tracking → indirect_instancing