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966 Commits over 761 Days - 0.05cph!

8 Months Ago
Added basic support for occlusion culling to indirect instancing
8 Months Ago
Fixed hack test not correctly skipping single draw renderers
8 Months Ago
Disable fallback rendering by default
8 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
8 Months Ago
merge from /indirect_instancing
8 Months Ago
rebase on main
8 Months Ago
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8 Months Ago
Remove _CommandID shader property to not ever confuse any shader compilers
8 Months Ago
fix server build
8 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
8 Months Ago
Check Unity object lifetime before calling onVisibilityChanged callback
8 Months Ago
avoid NRE when enabling indirect instancing
8 Months Ago
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8 Months Ago
merge from indirect_instancing
8 Months Ago
rebase on main
8 Months Ago
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
8 Months Ago
Fixed slot machine not animating with Indirect Instancing
8 Months Ago
rebase on main
8 Months Ago
merge from /indirect_instancing
9 Months Ago
resolve conflicts
9 Months Ago
merge from main
9 Months Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
9 Months Ago
merge from indirect_instancing
9 Months Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
9 Months Ago
rebase on main
9 Months Ago
merge from indirect_instancing
9 Months Ago
rebase on main
9 Months Ago
Update terminology for debug overlay
9 Months Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
9 Months Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
9 Months Ago
rebase on main
9 Months Ago
merge from indirect_instancing (build fix)
9 Months Ago
Fix client and server build 🎳
9 Months Ago
merge from indirect_instancing
9 Months Ago
rebase on main
9 Months Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
9 Months Ago
merge from indirect_instancing
9 Months Ago
rebase on main
9 Months Ago
CodeGen
9 Months Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
9 Months Ago
Add an assertion when trying to update visibility while jobs are running
9 Months Ago
Fix assertion triggered when another player uses a telephone
9 Months Ago
merge from shader_variant_cleanup
9 Months Ago
rebase on main
9 Months Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
9 Months Ago
CodeGen
9 Months Ago
merge from indirect_instancing
9 Months Ago
Mark Indirect Instancing as DeveloperOnly
9 Months Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
9 Months Ago
rebase on main