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612 Commits over 457 Days - 0.06cph!

5 Months Ago
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5 Months Ago
Add indirect instancing tools (modified to work standalone)
5 Months Ago
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5 Months Ago
Merge from /main
5 Months Ago
- Add support for material property blocks in the fallback renderer - Fix retro tool cupboard transparency-related rendering issues
5 Months Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
5 Months Ago
Linearise colour values before storing them in the instance data buffer
5 Months Ago
Cleanup/polish indirect instancing tools
5 Months Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
5 Months Ago
Rebase on current /main
5 Months Ago
Rebase on current /main
5 Months Ago
Keep instancing disabled by default
5 Months Ago
Strip debug code out into separate files
5 Months Ago
Remove old unused arrays
5 Months Ago
Remove old unused job code
5 Months Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
5 Months Ago
Split crude profiler and memory tally into separate files as they should
5 Months Ago
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
5 Months Ago
Use burst compiler hints
5 Months Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
5 Months Ago
Enable 3052 materials for instancing
5 Months Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
5 Months Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
5 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
5 Months Ago
Fix unity_BaseCommandID not being set on Mac
5 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
5 Months Ago
Rebase on current /main
5 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
5 Months Ago
Revert model importers and materials to the state they have on /main
5 Months Ago
(WIP) SIMD frustum culling implementation
5 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
5 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
5 Months Ago
Merge from /main
5 Months Ago
Merge from ./vram_budget
5 Months Ago
Merge from ./command_buffer_indirect
5 Months Ago
Update indirect instancing tools with new mesh r/w logic
5 Months Ago
Enable r/w on gib models
6 Months Ago
Re-enable Read/Write for collision meshes only
6 Months Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
6 Months Ago
Fix build error due to InstanceHandleList
6 Months Ago
Reset meshes to their state in /main
6 Months Ago
Fix class layout build error
6 Months Ago
fix server build
6 Months Ago
Found another double rendering issue in MeshCull
6 Months Ago
Set GPU instancing on materials
6 Months Ago
Enable Read/Write for nature assets
6 Months Ago
(Test) set all meshes isReadable=0
6 Months Ago
Revert library setting