userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

465 Commits over 669 Days - 0.03cph!

1 Year Ago
Various fixes about the colour buffer not being resized or copied correctly
1 Year Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
1 Year Ago
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
1 Year Ago
Add an additional null check when removing instances
1 Year Ago
Indirect instancing fixes: - Fixed shader compilation error (again) - Fixed infinite loop condition causing application freeze - Fixed colour buffer not being applied due to wrong type causing black building parts - Fixed non-optimized instance buffer updates - Fixed off-by-one bug preventing the very first building part from being rendered - Fixed NullReferenceException when attempting to remove a renderer without a material
1 Year Ago
Fixed missing namespace error in server build
1 Year Ago
/main/indirect_instancing:
1 Year Ago
Check if there is an instance of the indirect instancing component because apparently it's possible that we add/remove instances when there isn't an active camera.
1 Year Ago
Indirect instancing: - Prevent NullReferenceException when attempting to remove instances without a MeshFilter component - Fixed shader compilation error in the shadow pass - Surround instancing code with `#ifdef CLIENT` for cleaner server builds
1 Year Ago
Merge from /main
1 Year Ago
Added support for layers and per-instance colors to the indirect instanced renderer
1 Year Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
1 Year Ago
merge from /main
1 Year Ago
Remove the massive lump of disabled code I forgot to delete
1 Year Ago
Implement indirect instanced rendering system