userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

433 Commits over 516 Days - 0.03cph!

11 Months Ago
Bring back prefab changes
11 Months Ago
Revert execution order changes
11 Months Ago
Revert compute changes
11 Months Ago
Revert script changes
11 Months Ago
Revert prefab changes
11 Months Ago
Revert package changes
11 Months Ago
Revert platform changes
11 Months Ago
Revert changes to shader includes
11 Months Ago
Reverted changes to supported shaders
11 Months Ago
Revert changes to ProjectSettings
11 Months Ago
merge from main
11 Months Ago
Remove instancing support from all non-standard shaders
11 Months Ago
Some .FBX.meta I didn't catch because they were uppercase
11 Months Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
11 Months Ago
Subtract all .mat changes to investigate artifacting issues
11 Months Ago
Subtract all .fbx.meta changes to investigate artifacting issues
11 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
11 Months Ago
don't use sort jobs
11 Months Ago
fix server build
11 Months Ago
Revert ProjectSettings.asset
11 Months Ago
build fix
11 Months Ago
regenerate codegen
11 Months Ago
merge from main
11 Months Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
11 Months 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
11 Months Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
11 Months 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()
11 Months 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.
11 Months Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
11 Months Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
11 Months Ago
merge from main
11 Months 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.
11 Months Ago
Fixed shader errors about missing implementations of vertInstancingSetup
11 Months Ago
merge from main
12 Months Ago
Fix construction guide not appearing
12 Months Ago
merge from main
12 Months Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
12 Months Ago
Added some debug ConVars
12 Months Ago
Fixed various causes that could render meshes twice
12 Months Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
12 Months Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
12 Months Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
12 Months Ago
Re-enable texture streaming jobs
12 Months 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
12 Months Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
12 Months Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
1 Year Ago
Improve handling of null meshes in RustRenderer auto conversion
1 Year Ago
Grow block allocations exponentially because linearily wastes more buffer space.
1 Year Ago
Implement ArrayEx.RemoveAt* utility functions
1 Year Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments