userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

355 Commits over 365 Days - 0.04cph!

11 Months Ago
Mark DamageTracker `public`
11 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.
11 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.
11 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
11 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
11 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
11 Months Ago
Merge from /fast_debug_draw
11 Months Ago
Merge from /main
11 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
11 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
11 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
11 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
11 Months Ago
Fix compilation error in StandardLayers.cginc
11 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
11 Months Ago
Fix pass by reference in IndirectInstancingRenderer
11 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
11 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
11 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
11 Months Ago
Pass instancing handle by reference to ensure it's always up to date
11 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
11 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
11 Months Ago
Make LODComponent's Hide() and Show() public
11 Months Ago
Backup shelve
11 Months Ago
Fix non-debug build
11 Months Ago
Fix server build
11 Months Ago
Merge from /main
11 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
11 Months Ago
Indirect Instancing: Add initial support for sub meshes
11 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
11 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
11 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide
11 Months Ago
Merge from /main
11 Months 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.
11 Months Ago
Merge from /main
1 Year Ago
pre-DX12 shelve
1 Year Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
1 Year Ago
Merge from main
1 Year Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
1 Year Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
1 Year Ago
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
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