userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

221 Commits over 243 Days - 0.04cph!

4 Days Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
4 Days Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
4 Days Ago
Move `autoconnect` variable to `client.autoconnect`.
4 Days Ago
▉▆▇▋▅ ▅▋▍▇ ▍▌▊█▉▌▉▄_█▌▆▅▅▇▍_▇▊▅▅▅
4 Days Ago
Rebase on /main
4 Days Ago
Rebase on /main
4 Days Ago
Remove dead code and other cleanups from the code review
5 Days Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
5 Days Ago
Remove old unused LOD fading variant
5 Days Ago
Clean up instancing shader code and remove old instancing code
5 Days Ago
Rebase on /main
5 Days Ago
▆▋█▇▄▄-▇▅▄█ ▍▇▄▋▋▉█▇▅▋.▌▍▇▉▉ ▊▄▅
5 Days Ago
▋█▋▅▉ ▅▌▊▌▄▅▉▇ ▆▄▌▄▋
6 Days Ago
- Add support for material property blocks in the fallback renderer - Fix retro tool cupboard transparency-related rendering issues
10 Days Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
10 Days Ago
Linearise colour values before storing them in the instance data buffer
10 Days Ago
Cleanup/polish indirect instancing tools
10 Days Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
10 Days Ago
Rebase on current /main
10 Days Ago
Keep instancing disabled by default
10 Days Ago
Strip debug code out into separate files
10 Days Ago
Remove old unused arrays
10 Days Ago
Remove old unused job code
10 Days Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
11 Days Ago
Split crude profiler and memory tally into separate files as they should
11 Days Ago
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
11 Days Ago
Use burst compiler hints
11 Days Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
12 Days Ago
Enable 3052 materials for instancing
12 Days Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
12 Days Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
12 Days Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
12 Days Ago
Fix unity_BaseCommandID not being set on Mac
12 Days Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
16 Days Ago
Rebase on current /main
16 Days Ago
Merge from ./command_buffer_indirect because I'm stupid
16 Days Ago
Merge from ./command_buffer_indirect
24 Days Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
27 Days Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
31 Days Ago
Added a crude profiler that works in release builds
32 Days Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
32 Days Ago
Split MotionList in separate file
32 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
32 Days Ago
fix build
33 Days Ago
Implement texture streaming support for the instanced fallback renderer
33 Days Ago
Remove CombineTrivialDistancesJob
33 Days Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
33 Days Ago
Prepare models and materials for instancing (once again)
33 Days Ago
merge from main
33 Days Ago
Revert other assets