userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

428 Commits over 455 Days - 0.04cph!

14 Days Ago
Establish basic compatibility with SRP/RRP
14 Days Ago
RRP: Prevent NRE from destroyed cameras
19 Days Ago
rebase on main
27 Days Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
27 Days Ago
Enable Read/Write for 2752 meshes below 128 KB
27 Days Ago
Added basic support for occlusion culling to indirect instancing
27 Days Ago
Fixed hack test not correctly skipping single draw renderers
28 Days Ago
Disable fallback rendering by default
28 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
28 Days Ago
rebase on main
33 Days Ago
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33 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
33 Days Ago
fix server build
33 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
33 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
34 Days Ago
avoid NRE when enabling indirect instancing
35 Days Ago
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35 Days Ago
rebase on main
35 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`.
36 Days Ago
Fixed slot machine not animating with Indirect Instancing
37 Days Ago
rebase on main
40 Days Ago
resolve conflicts
40 Days Ago
merge from main
40 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.
41 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.
41 Days Ago
rebase on main
43 Days Ago
rebase on main
43 Days Ago
Update terminology for debug overlay
44 Days Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
44 Days Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
47 Days Ago
rebase on main
47 Days Ago
Fix client and server build 🎳
47 Days Ago
rebase on main
47 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)
48 Days Ago
rebase on main
49 Days Ago
CodeGen
49 Days Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
49 Days Ago
Add an assertion when trying to update visibility while jobs are running
49 Days Ago
Fix assertion triggered when another player uses a telephone
50 Days Ago
merge from shader_variant_cleanup
51 Days Ago
rebase on main
2 Months Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
2 Months Ago
Mark Indirect Instancing as DeveloperOnly
2 Months Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
2 Months Ago
rebase on main
2 Months Ago
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
2 Months Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
2 Months Ago
rebase on /main
3 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.
3 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.