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331 Commits over 273 Days - 0.05cph!

21 Days Ago
Reverted changes to supported shaders
21 Days Ago
Revert changes to ProjectSettings
21 Days Ago
merge from main
21 Days Ago
merge from main
21 Days Ago
merge from main
21 Days Ago
Remove instancing support from all non-standard shaders
21 Days Ago
Remove instancing support from all non-standard shaders
23 Days Ago
merge from indirect_instancing
23 Days Ago
Some .FBX.meta I didn't catch because they were uppercase
23 Days Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
24 Days Ago
Subtract all .mat changes to investigate artifacting issues
24 Days Ago
Subtract all .fbx.meta changes to investigate artifacting issues
24 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
24 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
24 Days Ago
don't use sort jobs
24 Days Ago
don't use sort jobs
24 Days Ago
merge from indirect_instancing
24 Days Ago
fix server build
24 Days Ago
Revert ProjectSettings.asset
24 Days Ago
Revert ProjectSettings.asset
24 Days Ago
merge from indirect_instancing (build test)
24 Days Ago
build fix
24 Days Ago
regenerate codegen
24 Days Ago
merge from main
24 Days Ago
merge from main
26 Days Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
26 Days Ago
- Fixed and optimise debug diagnostics - Use an array instead of a dictionary to store RenderKeys - Added various toggles for controlling which parts of the system run during profiling
26 Days Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
30 Days Ago
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
33 Days Ago
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
33 Days Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
34 Days Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
34 Days Ago
merge from main
34 Days Ago
merge from main
38 Days Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
38 Days Ago
Fixed shader errors about missing implementations of vertInstancingSetup
38 Days Ago
merge from main
38 Days Ago
merge from main
42 Days Ago
merge from main
45 Days Ago
Fix construction guide not appearing
46 Days Ago
merge from main
46 Days Ago
merge from main
46 Days Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
46 Days Ago
Added some debug ConVars
53 Days Ago
Fixed various causes that could render meshes twice
54 Days Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
54 Days Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
54 Days Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
56 Days Ago
Re-enable texture streaming jobs
56 Days Ago
* Restore damage tracking for command and instance buffers * Skip RemoveDestroyedMeshes() as it doesn't seem to be needed anymore and it was taking well over 3 ms