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612 Commits over 457 Days - 0.06cph!

11 Months Ago
Merge from main
11 Months Ago
Merge from main
11 Months Ago
Disable mip map streaming early to prevent Unity from loading textures at a lower resolution
11 Months Ago
Merge from /main
11 Months Ago
Merge from fast_debug_draw (remove permanently displayed debug sphere, whoops!)
11 Months Ago
Remove debug code
11 Months Ago
Merge from /main/fast_debug_draw
11 Months Ago
Merge from /main
11 Months Ago
Merge from /main
11 Months Ago
Merge from /main
11 Months Ago
Merge from /main
11 Months Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
11 Months Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
11 Months Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
11 Months Ago
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
11 Months Ago
merge from fast_debug_draw (fix shader on metal)
11 Months Ago
fast debug draw: skip geometry shader on metal
11 Months Ago
merge from main
11 Months Ago
Merge from fast_debug_draw (expand character set)
11 Months Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
11 Months Ago
fix server build
11 Months Ago
fix server build (IndirectUtil)
11 Months Ago
fix server build (FastDebugDraw)
11 Months Ago
Merge from fast_debug_draw
11 Months Ago
Merge from /main
11 Months Ago
Merge from /main
11 Months Ago
Merge from /main
11 Months Ago
Don't actually disable QualitySettings.streamingMipmapsActive if we ever had an Update() cycle with it enabled. Instead, enable Texture.streamingTextureForceLoadAll for the same effect without crippling Unity's TextureStreamingManager
11 Months Ago
Map texture streaming ConVar to the inverse of Texture.streamingTextureForceLoadAll
12 Months Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
12 Months Ago
+ Reworked the DebugLine shader, fixing various isses with pixel alignment and perspective. + Added '-' character for negative numbers :) + Made sure that text size is always divisible by 4 for a clearer appearance. Also raised the default text thickness to 2. (I'm a fan of thin lines, but you really couldn't read these.)
12 Months Ago
Merge from /main
12 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
12 Months Ago
Merge from /main
12 Months Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
12 Months Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
12 Months Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
12 Months Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
12 Months Ago
Re-added debug capsule rendering 💊
12 Months Ago
* Fix text rendering by converting LineStrip topology to Lines * Allow world-positioned but screen-aligned text like DDraw.Text * Implement distance fade effect
12 Months Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
12 Months Ago
FastDebugDraw: Established compatibility with the current DDraw system
1 Year Ago
Cherry-pick marking DamageTracker `public`
1 Year Ago
Mark DamageTracker `public` (third attempt 😤 )
1 Year Ago
Mark DamageTracker `public` (again 🙄)
1 Year Ago
Mark DamageTracker `public`
1 Year Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
1 Year 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.
1 Year 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.
1 Year Ago
FastDebugDraw WIP with fucking new files