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707 Commits over 577 Days - 0.05cph!

2 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
2 Months Ago
Check Unity object lifetime before calling onVisibilityChanged callback
2 Months Ago
avoid NRE when enabling indirect instancing
2 Months Ago
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2 Months Ago
merge from indirect_instancing
2 Months Ago
rebase on main
2 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`.
2 Months Ago
Fixed slot machine not animating with Indirect Instancing
2 Months Ago
rebase on main
3 Months Ago
merge from /indirect_instancing
3 Months Ago
resolve conflicts
3 Months Ago
merge from main
3 Months 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.
3 Months Ago
merge from indirect_instancing
3 Months 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.
3 Months Ago
rebase on main
3 Months Ago
merge from indirect_instancing
3 Months Ago
rebase on main
3 Months Ago
Update terminology for debug overlay
3 Months Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
3 Months Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
3 Months Ago
rebase on main
3 Months Ago
merge from indirect_instancing (build fix)
3 Months Ago
Fix client and server build 🎳
3 Months Ago
merge from indirect_instancing
3 Months Ago
rebase on main
3 Months 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)
3 Months Ago
merge from indirect_instancing
3 Months Ago
rebase on main
3 Months Ago
CodeGen
3 Months Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
3 Months Ago
Add an assertion when trying to update visibility while jobs are running
3 Months Ago
Fix assertion triggered when another player uses a telephone
3 Months Ago
merge from shader_variant_cleanup
3 Months Ago
rebase on main
3 Months Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
3 Months Ago
CodeGen
3 Months Ago
merge from indirect_instancing
3 Months Ago
Mark Indirect Instancing as DeveloperOnly
3 Months Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
3 Months Ago
rebase on main
3 Months Ago
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
3 Months Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
3 Months Ago
merge from indirect_instancing
3 Months Ago
rebase on /main
4 Months Ago
Advanced on-screen profiling using FrameTimingManager (WIP)
4 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.
4 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.
4 Months Ago
merge from indirect_instancing
4 Months Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.