userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

430 Commits over 486 Days - 0.04cph!

12 Months Ago
Do not update indirect instancing system when scene is loading
12 Months Ago
Do not update indirect instancing system when scene is loading
12 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
12 Months Ago
Regenerate console system
12 Months Ago
cherry-pick platform fixes
12 Months Ago
cherry-pick platform fixes
12 Months Ago
merge from main
1 Year Ago
Merge from /main
1 Year Ago
Add terrain occlusion culling to the instanced renderer (WIP)
1 Year Ago
Fix release build
1 Year Ago
Add frustum culling to the instanced calls
1 Year Ago
Cherry pick quality_level_squash
1 Year Ago
Add texture streaming support to indirect instanced rendering
1 Year Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
1 Year Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
1 Year Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
1 Year Ago
Merge from main
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
1 Year Ago
Cherry-pick marking DamageTracker `public`
1 Year Ago
Mark DamageTracker `public` (again 🙄)
1 Year Ago
Mark DamageTracker `public`
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
1 Year Ago
Merge from /fast_debug_draw
1 Year Ago
Merge from /main
1 Year Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
1 Year Ago
Restructure handling of debug code in IndirectInstancingCamera
1 Year Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
1 Year Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
1 Year Ago
Fix compilation error in StandardLayers.cginc
1 Year Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
1 Year Ago
Fix pass by reference in IndirectInstancingRenderer
1 Year Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
1 Year Ago
Improve and clarify Add() and Remove() handling in RendererBatch
1 Year Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
1 Year Ago
Pass instancing handle by reference to ensure it's always up to date
1 Year Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
1 Year Ago
Pass instancing handle by reference to ensure it's always up-to-date
1 Year Ago
Make LODComponent's Hide() and Show() public
1 Year Ago
Backup shelve
1 Year Ago
Fix non-debug build
1 Year Ago
Fix server build