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612 Commits over 457 Days - 0.06cph!

1 Year Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
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
First iteration of the FastDebugDraw component, shader and material
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
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
1 Year Ago
Merge from /main
1 Year Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
1 Year Ago
Indirect Instancing: Add initial support for sub meshes
1 Year Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
1 Year Ago
DANGER: Enable Read/Write on ALL models project-wide
1 Year Ago
DANGER: Enable GPU instancing on ALL materials project-wide
1 Year Ago
Merge from /main
1 Year 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.
1 Year Ago
Merge from /main
1 Year Ago
pre-DX12 shelve
1 Year Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
1 Year Ago
Merge from main
1 Year Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
1 Year Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
1 Year 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.
1 Year Ago
Various fixes about the colour buffer not being resized or copied correctly
1 Year Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
1 Year Ago
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
1 Year Ago
Add an additional null check when removing instances
1 Year Ago
Indirect instancing fixes: - Fixed shader compilation error (again) - Fixed infinite loop condition causing application freeze - Fixed colour buffer not being applied due to wrong type causing black building parts - Fixed non-optimized instance buffer updates - Fixed off-by-one bug preventing the very first building part from being rendered - Fixed NullReferenceException when attempting to remove a renderer without a material
1 Year Ago
Fixed missing namespace error in server build
1 Year Ago
/main/indirect_instancing:
1 Year Ago
Check if there is an instance of the indirect instancing component because apparently it's possible that we add/remove instances when there isn't an active camera.
1 Year Ago
Indirect instancing: - Prevent NullReferenceException when attempting to remove instances without a MeshFilter component - Fixed shader compilation error in the shadow pass - Surround instancing code with `#ifdef CLIENT` for cleaner server builds
1 Year Ago
Merge from /main