userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

76 Commits over 151 Days - 0.02cph!

Yesterday
merge from main
Yesterday
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
Yesterday
Regenerate console system
Yesterday
cherry-pick platform fixes
Yesterday
cherry-pick platform fixes
Yesterday
merge from main
40 Days Ago
Merge from /main
43 Days Ago
Add terrain occlusion culling to the instanced renderer (WIP)
43 Days Ago
Fix release build
43 Days Ago
Add frustum culling to the instanced calls
43 Days Ago
Cherry pick quality_level_squash
47 Days Ago
Add texture streaming support to indirect instanced rendering
50 Days Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
50 Days Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
55 Days Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
55 Days Ago
Merge from main
3 Months Ago
Merge from /main
3 Months Ago
Merge from /main
3 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
4 Months Ago
Cherry-pick marking DamageTracker `public`
4 Months Ago
Mark DamageTracker `public` (again 🙄)
4 Months Ago
Mark DamageTracker `public`
4 Months Ago
(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.
4 Months Ago
(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.
4 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
4 Months Ago
Merge from /fast_debug_draw
4 Months Ago
Merge from /main
4 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
4 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
4 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
4 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
4 Months Ago
Fix compilation error in StandardLayers.cginc
4 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
4 Months Ago
Fix pass by reference in IndirectInstancingRenderer
4 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
4 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
4 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
4 Months Ago
Pass instancing handle by reference to ensure it's always up to date
4 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
4 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
4 Months Ago
Make LODComponent's Hide() and Show() public
4 Months Ago
Backup shelve
4 Months Ago
Fix non-debug build
4 Months Ago
Fix server build
4 Months Ago
Merge from /main
4 Months Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
4 Months Ago
Indirect Instancing: Add initial support for sub meshes
4 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups