userFelixcancel

581 Commits over 426 Days - 0.06cph!

11 Months Ago
Merge from /main
11 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
11 Months Ago
Merge from /main
11 Months Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
11 Months Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
11 Months Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
11 Months Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
11 Months Ago
Re-added debug capsule rendering 💊
11 Months Ago
* Fix text rendering by converting LineStrip topology to Lines * Allow world-positioned but screen-aligned text like DDraw.Text * Implement distance fade effect
11 Months Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
11 Months Ago
FastDebugDraw: Established compatibility with the current DDraw system
11 Months Ago
Cherry-pick marking DamageTracker `public`
11 Months Ago
Mark DamageTracker `public` (third attempt 😤 )
11 Months Ago
Mark DamageTracker `public` (again 🙄)
11 Months Ago
Mark DamageTracker `public`
11 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
11 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
11 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
11 Months Ago
FastDebugDraw WIP with fucking new files
11 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
11 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
11 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
11 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
11 Months Ago
Merge from /fast_debug_draw
11 Months Ago
Merge from /main
11 Months Ago
First iteration of the FastDebugDraw component, shader and material
11 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
11 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
11 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
11 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
11 Months Ago
Fix compilation error in StandardLayers.cginc
11 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
11 Months Ago
Fix pass by reference in IndirectInstancingRenderer
11 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
11 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
11 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
11 Months Ago
Pass instancing handle by reference to ensure it's always up to date
11 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
11 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
11 Months Ago
Make LODComponent's Hide() and Show() public
11 Months Ago
Make LODComponent's Hide() and Show() public
11 Months Ago
Backup shelve
11 Months Ago
Fix non-debug build
11 Months Ago
Fix server build
11 Months Ago
Merge from /main
11 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
11 Months Ago
Indirect Instancing: Add initial support for sub meshes
11 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
11 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
11 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide