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746 Commits over 608 Days - 0.05cph!

39 Days Ago
Ignore "AsyncResourceUpload failed." in server builds
41 Days Ago
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
46 Days Ago
Explicitly request linear colours for R and RG render targets
46 Days Ago
Request linear color space for render targets in UnderwaterPostEffect
49 Days Ago
Use absolute path when downloading world
51 Days Ago
Add automatic shader remapping to Indirect Instancing This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being. (need to migrate ComputeBuffer → GraphicsBuffer first)
51 Days Ago
RRP: Add some DOTS support to Lit vertex shader
51 Days Ago
Clean up InstanceCreationInfo.material
51 Days Ago
Set debug labels for indirect instancing buffers
58 Days Ago
Rebase on /main
58 Days Ago
Fix terrain.geometryclipmaps not persisting properly
58 Days Ago
Get Unity to shut up about CBuffer setup (Rust/Standard)
2 Months Ago
2 Months Ago
Rebase on /main
2 Months Ago
Subtract mesh changes to prevent conflicts
2 Months Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
2 Months Ago
Fix a few shader compilation errors with rare variants
2 Months Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
2 Months Ago
Remove conflicting shader directory
2 Months Ago
Fix shader errors
2 Months Ago
Set up layer structure in new prototype shader
2 Months Ago
Split StandardLayers into types and functions
2 Months Ago
Cherry-pick new standard shader prototype
3 Months Ago
Set up inputs for new RRP compatible standard shader
3 Months Ago
Create BatchRendererGroup on startup
3 Months Ago
Establish basic compatibility with SRP/RRP
3 Months Ago
RRP: Prevent NRE from destroyed cameras
3 Months Ago
rebase on main
3 Months Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
3 Months Ago
Enable Read/Write for 2752 meshes below 128 KB
3 Months Ago
Added basic support for occlusion culling to indirect instancing
3 Months Ago
Fixed hack test not correctly skipping single draw renderers
3 Months Ago
Disable fallback rendering by default
3 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
3 Months Ago
merge from /indirect_instancing
3 Months Ago
rebase on main
3 Months Ago
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3 Months Ago
Remove _CommandID shader property to not ever confuse any shader compilers
3 Months Ago
fix server build
3 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
3 Months Ago
Check Unity object lifetime before calling onVisibilityChanged callback
3 Months Ago
avoid NRE when enabling indirect instancing
3 Months Ago
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3 Months Ago
merge from indirect_instancing
3 Months Ago
rebase on main
3 Months 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`.
3 Months Ago
Fixed slot machine not animating with Indirect Instancing
3 Months Ago
rebase on main
4 Months Ago
merge from /indirect_instancing
4 Months Ago
resolve conflicts