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reporust_rebootcancel

188 Commits over 151 Days - 0.05cph!

2 Months Ago
Cherry-pick marking DamageTracker `public`
2 Months Ago
Mark DamageTracker `public` (third attempt 😤 )
2 Months Ago
Mark DamageTracker `public` (again 🙄)
2 Months Ago
Mark DamageTracker `public`
2 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
2 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.
2 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.
2 Months Ago
FastDebugDraw WIP with fucking new files
2 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
2 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
2 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
2 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
2 Months Ago
Merge from /fast_debug_draw
2 Months Ago
Merge from /main
2 Months Ago
First iteration of the FastDebugDraw component, shader and material
2 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
2 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
2 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
2 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
2 Months Ago
Fix compilation error in StandardLayers.cginc
2 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
2 Months Ago
Fix pass by reference in IndirectInstancingRenderer
2 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
2 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
2 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
2 Months Ago
Pass instancing handle by reference to ensure it's always up to date
2 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
2 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
2 Months Ago
Make LODComponent's Hide() and Show() public
2 Months Ago
Make LODComponent's Hide() and Show() public
2 Months Ago
Backup shelve
2 Months Ago
Merge from /indirect_instancing
2 Months Ago
Fix non-debug build
2 Months Ago
Merge from /indirect_instancing (fix server build)
2 Months Ago
Fix server build
2 Months Ago
Merge from /main/indirect_instancing
2 Months Ago
Merge from /main
2 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
3 Months Ago
Indirect Instancing: Add initial support for sub meshes
3 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
3 Months Ago
Merge from branch /main/indirect_instancing to branch /Aux
3 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
3 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide
3 Months Ago
Merge from /main
3 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.
3 Months Ago
Merge from /main
3 Months Ago
pre-DX12 shelve
3 Months Ago
Merge from indirect_instancing (and main)
3 Months Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
3 Months Ago
Merge from main