branchrust_reboot/main/indirect_instancingcancel
426 Commits over 455 Days - 0.04cph!
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Enable Read/Write for 2752 meshes below 128 KB
Added basic support for occlusion culling to indirect instancing
Fixed hack test not correctly skipping single draw renderers
Disable fallback rendering by default
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
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Remove _CommandID shader property to not ever confuse any shader compilers
Render single-draw commands through Graphics.RenderMeshIndirect()
Check Unity object lifetime before calling onVisibilityChanged callback
avoid NRE when enabling indirect instancing
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* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings.
* Reject renderers with property blocks that set `_ParticleLayer` from instancing.
* Keep renderers non-instanced when `indirect_instancing.fallback` is disabled.
* Store reasons for reject/fallback and display it in the debug overlay.
* Do not spam the console about fallback instances.
* Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency.
* Guard dangerous Indirect Instancing ConVars behind ClientAdmin.
* Display the current biome when running `terrain.debug`.
Fixed slot machine not animating with Indirect Instancing
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors.
* Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array.
* Reject renderers without materials outright.
Fixed NRE and missing objects after toggling Indirect Instancing at runtime.
- Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead.
- Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later.
- Ignore empty LOD states everywhere it makes sense.
Update terminology for debug overlay
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
Fix client and server build 🎳
* Fixed doors getting detached when operated on a vehicle with indirect instancing
* Fixed ghost objects being left behind if they had skins applied.
* Fixed debug overlay not returning correct results in the editor
* Improved debug overlay to be more useful and readable
* Added prototype SIMD collider-less raycasting code. (WIP)
Remove DeveloperOnly restriction from Indirect Instancing Convars
Add an assertion when trying to update visibility while jobs are running
Fix assertion triggered when another player uses a telephone
merge from shader_variant_cleanup
Made non-monster (mesh-draw) renderers toggleable for performance testing
Mark Indirect Instancing as DeveloperOnly
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
Improve Update() performance by caching is_in_motion state for every entity.
Improve Update() performance by caching is_in_motion state for every entity.
* Tuned execution order to avoid waiting for jobs the main thread.
* Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data.
* Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings.
* Made certain expensive debug features toggleable.
* The debug overlay can now render “µ”.
Some fixes and cleanups for the Indirect Instancing debug overlay