userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

268 Commits over 304 Days - 0.04cph!

Yesterday
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy. - Always update the entire buffer to make greedy GPU drivers happy. - Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything. - Use a function pointer (👻) in damage region processing for similar reasions. - Unlock the arrays in Update in case OnPreCull wasn't called. - New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
2 Days Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
3 Days Ago
Some cleanups
3 Days Ago
Fix burst compile issues by bringing back `DamageRegion` struct
3 Days Ago
Jobify the damage region scanning for instance data
4 Days Ago
First implementation of hybrid monster meshes
5 Days Ago
Merge from /indirect_instancing/layers
5 Days Ago
Slightly optimise command reordering
5 Days Ago
Jobified instance reordering
8 Days Ago
Merge bitmapped_damage_tracking → indirect_instancing
12 Days Ago
Clean up some failed experiments
12 Days Ago
Fix nothing rendering for real this time.
13 Days Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
13 Days Ago
Fix NRE in Indirect Instancing debug overlay
13 Days Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
15 Days Ago
Rebase on /main (save 271)
16 Days Ago
Regenerate ConVars and force bounds to be always huge (experiment)
16 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
17 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
17 Days Ago
Add more debug output to the indirect_instancing.debug overlay
18 Days Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
18 Days Ago
Only allow StartMotion() when IsDynamic is set
23 Days Ago
Rebase on /main
23 Days Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
23 Days Ago
Rebase on /main
30 Days Ago
Rebase on /main
30 Days Ago
Regenerate ConsoleSystem.cs
30 Days Ago
Rebase on /main
37 Days Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
37 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
39 Days Ago
Fixed node visuals not chaning while harvesting them
40 Days Ago
Rebase on /main 🤞🏻
45 Days Ago
Rebase on /main
45 Days Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
46 Days Ago
Force disable HLOD while Indirect Instancing is enabled
46 Days Ago
Rebase on /main
46 Days Ago
Remove unused compute shader from indirect instancing
47 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
47 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
47 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
47 Days Ago
Rebase on /main
47 Days Ago
Rebase on /main
47 Days Ago
Set correct mip map bias when using indirect instancing
47 Days Ago
Make sure indirect instancing ConVars are disabled by default and saved
48 Days Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
48 Days Ago
Rebase on /main
48 Days Ago
Remove RustRenderer (for now)
52 Days Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
52 Days Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
52 Days Ago
Move `autoconnect` variable to `client.autoconnect`.