userFelixcancel

498 Commits over 304 Days - 0.07cph!

6 Months 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?
6 Months Ago
Merge from fix_texture_streaming_2
6 Months Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
6 Months Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
6 Months Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning
6 Months Ago
Replace assertion with just a warning
6 Months Ago
Merge from fix_texture_streaming_2: Assertions
6 Months 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.
6 Months Ago
Merge from fix_texture_streaming_2: Expose more ConVars
6 Months Ago
Make texture streaming tunables accessible via ConVars and improve output of texture.stats
6 Months Ago
Merge from fast_debug_draw: Disable instancing for text by default, due to missing support for rich text formatting tags
6 Months Ago
Regenerate console commands
6 Months Ago
Disable ddraw instancing system for text by default because the new system doesn't support rich text formatting tags just yet
6 Months Ago
Merge from main
6 Months Ago
Merge from main
6 Months Ago
Merge from fix_texture_streaming_2
6 Months Ago
Disable mip map streaming early to prevent Unity from loading textures at a lower resolution
6 Months Ago
Merge from /main
6 Months Ago
Merge from fast_debug_draw (remove permanently displayed debug sphere, whoops!)
6 Months Ago
Remove debug code
6 Months Ago
Merge from /main/fast_debug_draw
6 Months Ago
Merge from /main
6 Months Ago
Merge from fast_debug_draw
6 Months Ago
Merge from /main
6 Months Ago
Merge from /main
6 Months Ago
Merge from /main
6 Months Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
6 Months Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
6 Months 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.
6 Months 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.
6 Months Ago
merge from fast_debug_draw (fix shader on metal)
6 Months Ago
fast debug draw: skip geometry shader on metal
6 Months Ago
merge from main
6 Months Ago
Merge from fast_debug_draw (expand character set)
6 Months Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
6 Months Ago
fix server build
6 Months Ago
fix server build (IndirectUtil)
6 Months Ago
fix server build (FastDebugDraw)
6 Months Ago
Merge from fast_debug_draw
6 Months Ago
Merge from /main
6 Months Ago
Merge from /main
6 Months Ago
Merge from /main
7 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
7 Months Ago
Map texture streaming ConVar to the inverse of Texture.streamingTextureForceLoadAll
7 Months Ago
Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
7 Months Ago
Merge from /indirect_instancing to fix build
7 Months Ago
Merge from .../fix_texture_streaming
7 Months Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
7 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.)
7 Months Ago
Merge from /main