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520 Commits over 396 Days - 0.05cph!

10 Months Ago
Cherry-pick marking DamageTracker `public`
10 Months Ago
Mark DamageTracker `public` (third attempt 😤 )
10 Months Ago
Mark DamageTracker `public` (again 🙄)
10 Months Ago
Mark DamageTracker `public`
10 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
10 Months 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.
10 Months 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.
10 Months Ago
FastDebugDraw WIP with fucking new files
10 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
10 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
10 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
10 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
10 Months Ago
Merge from /fast_debug_draw
10 Months Ago
Merge from /main
10 Months Ago
First iteration of the FastDebugDraw component, shader and material
10 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
10 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
10 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
10 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
10 Months Ago
Fix compilation error in StandardLayers.cginc
10 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
10 Months Ago
Fix pass by reference in IndirectInstancingRenderer
10 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
10 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
10 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
10 Months Ago
Pass instancing handle by reference to ensure it's always up to date
10 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
10 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
10 Months Ago
Make LODComponent's Hide() and Show() public
10 Months Ago
Make LODComponent's Hide() and Show() public
10 Months Ago
Backup shelve
10 Months Ago
Fix non-debug build
10 Months Ago
Fix server build
10 Months Ago
Merge from /main
10 Months Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
11 Months Ago
Indirect Instancing: Add initial support for sub meshes
11 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
11 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
11 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide
11 Months Ago
Merge from /main
11 Months Ago
Indirect instancing: Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder. Add support for MeshCull, RendererLOD and MeshLOD. Add editor scripts to enable GPU instancing and Read/Write on all assets. Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them). Add the camera component from code, but only once. Rename instanding_id to instancing_handle. Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
11 Months Ago
Merge from /main
11 Months Ago
pre-DX12 shelve
11 Months Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
11 Months Ago
Merge from main
11 Months Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
11 Months Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
11 Months Ago
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
11 Months Ago
Various fixes about the colour buffer not being resized or copied correctly
11 Months Ago
Add temporary debug error messages to diagnose the uninitialised component issue.