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331 Commits over 273 Days - 0.05cph!

6 Months Ago
FastDebugDraw WIP with fucking new files
6 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
6 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
6 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
6 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
6 Months Ago
Merge from /fast_debug_draw
6 Months Ago
Merge from /main
6 Months Ago
First iteration of the FastDebugDraw component, shader and material
6 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
6 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
6 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
6 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
6 Months Ago
Fix compilation error in StandardLayers.cginc
6 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
6 Months Ago
Fix pass by reference in IndirectInstancingRenderer
6 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
6 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
6 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
6 Months Ago
Pass instancing handle by reference to ensure it's always up to date
6 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
6 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
6 Months Ago
Make LODComponent's Hide() and Show() public
6 Months Ago
Make LODComponent's Hide() and Show() public
6 Months Ago
Backup shelve
6 Months Ago
Merge from /indirect_instancing
6 Months Ago
Fix non-debug build
6 Months Ago
Merge from /indirect_instancing (fix server build)
6 Months Ago
Fix server build
6 Months Ago
Merge from /main/indirect_instancing
6 Months Ago
Merge from /main
6 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
6 Months Ago
Indirect Instancing: Add initial support for sub meshes
6 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
6 Months Ago
Merge from branch /main/indirect_instancing to branch /Aux
6 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
6 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide
6 Months Ago
Merge from /main
6 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.
6 Months Ago
Merge from /main
7 Months Ago
pre-DX12 shelve
7 Months Ago
Merge from indirect_instancing (and main)
7 Months Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
7 Months Ago
Merge from main
7 Months Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
7 Months Ago
merge from indirect instancing
7 Months Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
7 Months Ago
Merge from /indirect_instancing
7 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.
7 Months Ago
Various fixes about the colour buffer not being resized or copied correctly
7 Months Ago
merge from indirect_instancing