userFelixcancel

274 Commits over 243 Days - 0.05cph!

3 Hours Ago
merge from indirect_instancing
3 Hours Ago
Some .FBX.meta I didn't catch because they were uppercase
3 Hours Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
3 Hours Ago
Subtract all .mat changes to investigate artifacting issues
3 Hours Ago
Subtract all .fbx.meta changes to investigate artifacting issues
5 Hours Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
5 Hours Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Today
don't use sort jobs
Today
don't use sort jobs
Today
merge from indirect_instancing
Today
fix server build
Today
Revert ProjectSettings.asset
Today
Revert ProjectSettings.asset
Today
merge from indirect_instancing (build test)
Today
build fix
Today
regenerate codegen
Today
merge from main
Today
merge from main
2 Days Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
2 Days 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
2 Days Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
7 Days 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()
9 Days 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.
10 Days Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
10 Days Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
10 Days Ago
merge from main
11 Days Ago
merge from main
14 Days 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.
14 Days Ago
Fixed shader errors about missing implementations of vertInstancingSetup
15 Days Ago
merge from main
15 Days Ago
merge from main
18 Days Ago
merge from main
21 Days Ago
Fix construction guide not appearing
22 Days Ago
merge from main
22 Days Ago
merge from main
22 Days Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
22 Days Ago
Added some debug ConVars
29 Days Ago
Fixed various causes that could render meshes twice
30 Days Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
30 Days Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
30 Days Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
32 Days Ago
Re-enable texture streaming jobs
32 Days 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
32 Days Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
32 Days Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
33 Days Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
33 Days Ago
Make `ddraw.clear` work with Instanced DDraw
33 Days Ago
merge from main
35 Days Ago
Improve handling of null meshes in RustRenderer auto conversion
35 Days Ago
Grow block allocations exponentially because linearily wastes more buffer space.