userFelixcancel

765 Commits over 638 Days - 0.05cph!

1 Year Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
1 Year Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
1 Year Ago
Made shadows toggleable
1 Year Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
1 Year Ago
revert protocol version
1 Year Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
1 Year Ago
Re-enabled instancing for the Nature/Cliff shaders
1 Year Ago
native libraries
1 Year Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
1 Year Ago
Fix compilation error about RecordUnsupportedMaterial
1 Year Ago
fix native library issue
1 Year Ago
fix server build
1 Year Ago
Removed some leftover debug stuff
1 Year Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
1 Year Ago
Enable instancing on all supported materials
1 Year Ago
Enable Read/Write on all prefab meshes
1 Year Ago
Don't fail builds when file timestamps could not be set
1 Year Ago
Improve automated indirect instancing tools
1 Year Ago
Bring back compute changes
1 Year Ago
Bring back supported shader changes and includes
1 Year Ago
Bring back prefab changes
1 Year Ago
Revert execution order changes
1 Year Ago
Revert compute changes
1 Year Ago
Revert script changes
1 Year Ago
Revert prefab changes
1 Year Ago
Revert package changes
1 Year Ago
Revert platform changes
1 Year Ago
Revert changes to shader includes
1 Year Ago
Reverted changes to supported shaders
1 Year Ago
Revert changes to ProjectSettings
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Remove instancing support from all non-standard shaders
1 Year Ago
Some .FBX.meta I didn't catch because they were uppercase
1 Year Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
1 Year Ago
Subtract all .mat changes to investigate artifacting issues
1 Year Ago
Subtract all .fbx.meta changes to investigate artifacting issues
1 Year Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
1 Year Ago
don't use sort jobs
1 Year Ago
fix server build
1 Year Ago
Revert ProjectSettings.asset
1 Year Ago
build fix
1 Year Ago
regenerate codegen
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
1 Year 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
1 Year Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
1 Year 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()
1 Year 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.