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88 Commits over 92 Days - 0.04cph!

Today
Cherry-pick marking DamageTracker `public`
Today
Mark DamageTracker `public` (third attempt 😤 )
Today
Mark DamageTracker `public` (again 🙄)
Today
Mark DamageTracker `public`
Today
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
Today
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
Today
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
Today
FastDebugDraw WIP with fucking new files
Today
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
Today
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
Today
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Days Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
4 Days Ago
Merge from /fast_debug_draw
4 Days Ago
Merge from /main
4 Days Ago
First iteration of the FastDebugDraw component, shader and material
4 Days Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
4 Days Ago
Restructure handling of debug code in IndirectInstancingCamera
4 Days Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
4 Days Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
4 Days Ago
Fix compilation error in StandardLayers.cginc
4 Days Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
4 Days Ago
Fix pass by reference in IndirectInstancingRenderer
4 Days Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
4 Days Ago
Improve and clarify Add() and Remove() handling in RendererBatch
4 Days Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
4 Days Ago
Pass instancing handle by reference to ensure it's always up to date
4 Days Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
4 Days Ago
Pass instancing handle by reference to ensure it's always up-to-date
4 Days Ago
Make LODComponent's Hide() and Show() public
4 Days Ago
Make LODComponent's Hide() and Show() public
8 Days Ago
Backup shelve
10 Days Ago
Merge from /indirect_instancing
10 Days Ago
Fix non-debug build
10 Days Ago
Merge from /indirect_instancing (fix server build)
10 Days Ago
Fix server build
11 Days Ago
Merge from /main/indirect_instancing
11 Days Ago
Merge from /main
11 Days Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
14 Days Ago
Indirect Instancing: Add initial support for sub meshes
14 Days Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
14 Days Ago
Merge from branch /main/indirect_instancing to branch /Aux
14 Days Ago
DANGER: Enable Read/Write on ALL models project-wide
14 Days Ago
DANGER: Enable GPU instancing on ALL materials project-wide
14 Days Ago
Merge from /main
14 Days Ago
Indirect instancing: Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder. Add support for MeshCull, RendererLOD and MeshLOD. Add editor scripts to enable GPU instancing and Read/Write on all assets. Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them). Add the camera component from code, but only once. Rename instanding_id to instancing_handle. Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
18 Days Ago
Merge from /main
38 Days Ago
pre-DX12 shelve
39 Days Ago
Merge from indirect_instancing (and main)
39 Days Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
39 Days Ago
Merge from main