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207 Commits over 212 Days - 0.04cph!

3 Months Ago
Merge from /main
3 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
3 Months Ago
Map texture streaming ConVar to the inverse of Texture.streamingTextureForceLoadAll
3 Months Ago
Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
3 Months Ago
Merge from /indirect_instancing to fix build
3 Months Ago
Merge from .../fix_texture_streaming
3 Months Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
3 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.)
3 Months Ago
Merge from /main
3 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
3 Months Ago
Merge from /main
3 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.
3 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.
3 Months Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
3 Months Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
3 Months Ago
Re-added debug capsule rendering 💊
3 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
3 Months Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
3 Months Ago
FastDebugDraw: Established compatibility with the current DDraw system
4 Months Ago
Cherry-pick marking DamageTracker `public`
4 Months Ago
Mark DamageTracker `public` (third attempt 😤 )
4 Months Ago
Mark DamageTracker `public` (again 🙄)
4 Months Ago
Mark DamageTracker `public`
4 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
4 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.
4 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.
4 Months Ago
FastDebugDraw WIP with fucking new files
4 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
4 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
4 Months Ago
Merge from /fast_debug_draw
4 Months Ago
Merge from /main
4 Months Ago
First iteration of the FastDebugDraw component, shader and material
4 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
4 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
4 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
4 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
4 Months Ago
Fix compilation error in StandardLayers.cginc
4 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
4 Months Ago
Fix pass by reference in IndirectInstancingRenderer
4 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
4 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
4 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
4 Months Ago
Pass instancing handle by reference to ensure it's always up to date
4 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
4 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
4 Months Ago
Make LODComponent's Hide() and Show() public
4 Months Ago
Make LODComponent's Hide() and Show() public
4 Months Ago
Backup shelve