userFelixcancel

730 Commits over 608 Days - 0.05cph!

12 Months Ago
Subtract all .fbx.meta changes to investigate artifacting issues
12 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
12 Months Ago
don't use sort jobs
12 Months Ago
fix server build
12 Months Ago
Revert ProjectSettings.asset
12 Months Ago
build fix
12 Months Ago
regenerate codegen
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
12 Months 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
12 Months Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
12 Months 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()
12 Months 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.
12 Months Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
12 Months Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
12 Months Ago
merge from main
12 Months Ago
merge from main
1 Year 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.
1 Year Ago
Fixed shader errors about missing implementations of vertInstancingSetup
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Fix construction guide not appearing
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
1 Year Ago
Added some debug ConVars
1 Year Ago
Fixed various causes that could render meshes twice
1 Year Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
1 Year Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
1 Year Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
1 Year Ago
Re-enable texture streaming jobs
1 Year 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
1 Year Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
1 Year Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
1 Year Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
1 Year Ago
Make `ddraw.clear` work with Instanced DDraw
1 Year Ago
merge from main
1 Year Ago
Improve handling of null meshes in RustRenderer auto conversion
1 Year Ago
Grow block allocations exponentially because linearily wastes more buffer space.
1 Year Ago
Implement ArrayEx.RemoveAt* utility functions
1 Year Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
1 Year Ago
- Disable LOD fading to be reintroduced when LOD switching is stable - Pass final Mesh instead of MeshFilter to instancing system to allow assets based on MeshLOD to work properly - Restructure RustRenderer for more robust automatic conversion - Fix invisible LODs by merging duplicate entries referring to the same Mesh
1 Year Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
1 Year Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
1 Year Ago
merge from main