userFelixcancel

708 Commits over 577 Days - 0.05cph!

11 Months Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
11 Months Ago
Fix compilation error about RecordUnsupportedMaterial
11 Months Ago
fix native library issue
11 Months Ago
fix server build
11 Months Ago
Removed some leftover debug stuff
11 Months Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
11 Months Ago
Enable instancing on all supported materials
11 Months Ago
Enable Read/Write on all prefab meshes
11 Months Ago
Don't fail builds when file timestamps could not be set
11 Months Ago
Improve automated indirect instancing tools
11 Months Ago
Bring back compute changes
11 Months Ago
Bring back supported shader changes and includes
11 Months Ago
Bring back prefab changes
11 Months Ago
Revert execution order changes
11 Months Ago
Revert compute changes
11 Months Ago
Revert script changes
11 Months Ago
Revert prefab changes
11 Months Ago
Revert package changes
11 Months Ago
Revert platform changes
11 Months Ago
Revert changes to shader includes
11 Months Ago
Reverted changes to supported shaders
11 Months Ago
Revert changes to ProjectSettings
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
Remove instancing support from all non-standard shaders
11 Months Ago
Some .FBX.meta I didn't catch because they were uppercase
11 Months Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
11 Months Ago
Subtract all .mat changes to investigate artifacting issues
11 Months Ago
Subtract all .fbx.meta changes to investigate artifacting issues
11 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
11 Months Ago
don't use sort jobs
11 Months Ago
fix server build
11 Months Ago
Revert ProjectSettings.asset
11 Months Ago
build fix
11 Months Ago
regenerate codegen
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
11 Months Ago
- Fixed and optimise debug diagnostics - Use an array instead of a dictionary to store RenderKeys - Added various toggles for controlling which parts of the system run during profiling
11 Months Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
11 Months Ago
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
11 Months Ago
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
11 Months Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
11 Months Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
11 Months Ago
merge from main
11 Months Ago
merge from main
12 Months Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
12 Months Ago
Fixed shader errors about missing implementations of vertInstancingSetup
12 Months Ago
merge from main
12 Months Ago
merge from main