userFelixcancel

692 Commits over 547 Days - 0.05cph!

1 Year Ago
Various fixes and assertions to prevent further issues. I think we're good now. (Famous last words)
1 Year Ago
Merge from fast_debug_draw: Fix memory leak in DamageTracker
1 Year Ago
Merge from main
1 Year Ago
Fixed memory leak in DamageTracker
1 Year Ago
Merge from fast_debug_draw: Fix shaders on Mac/Metal
1 Year Ago
Merge from main
1 Year Ago
Undo accidental changes
1 Year Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
1 Year Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
1 Year Ago
1 Year Ago
Started work on graphical texture optimisation tools (very much WIP). This will come in handy for future tuning of the texture streaming system. Especially once we get back to instancing. Hoo boy.
1 Year Ago
Enable building atlasses for mip level streaming. This might be a pandora's box, but it brings non-streaming texture memory to less than 1 GB, leaving plenty of room for streaming textures.
1 Year Ago
Change 4883 texture metadata for streaming
1 Year Ago
TextureOptimizationTools: Add function that changes only textures that should be streamable but aren't
1 Year Ago
Various fixes to the texture optimisation tools
1 Year Ago
Apply "Make All Streamable" to 8294 textures
1 Year Ago
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
1 Year Ago
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
1 Year Ago
Merge from /main:
1 Year Ago
Rebase on /main
1 Year Ago
Cherry pick live fixes
1 Year Ago
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
1 Year Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
1 Year Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
1 Year Ago
Replace assertion with just a warning
1 Year Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
1 Year Ago
Make texture streaming tunables accessible via ConVars and improve output of texture.stats
1 Year Ago
Merge from fast_debug_draw: Disable instancing for text by default, due to missing support for rich text formatting tags
1 Year Ago
Regenerate console commands
1 Year Ago
Disable ddraw instancing system for text by default because the new system doesn't support rich text formatting tags just yet
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Disable mip map streaming early to prevent Unity from loading textures at a lower resolution
1 Year Ago
Merge from /main
1 Year Ago
Merge from fast_debug_draw (remove permanently displayed debug sphere, whoops!)
1 Year Ago
Remove debug code
1 Year Ago
Merge from /main/fast_debug_draw
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
1 Year Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
1 Year Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
1 Year Ago
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
1 Year Ago
merge from fast_debug_draw (fix shader on metal)
1 Year Ago
fast debug draw: skip geometry shader on metal
1 Year Ago
merge from main
1 Year Ago
Merge from fast_debug_draw (expand character set)
1 Year Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437