userFelixcancel

601 Commits over 457 Days - 0.05cph!

12 Months Ago
Fix compilation error in StandardLayers.cginc
12 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
12 Months Ago
Fix pass by reference in IndirectInstancingRenderer
12 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
12 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
12 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
12 Months Ago
Pass instancing handle by reference to ensure it's always up to date
12 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
12 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
12 Months Ago
Make LODComponent's Hide() and Show() public
12 Months Ago
Make LODComponent's Hide() and Show() public
12 Months Ago
Backup shelve
12 Months Ago
Fix non-debug build
12 Months Ago
Fix server build
1 Year Ago
Merge from /main
1 Year Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
1 Year Ago
Indirect Instancing: Add initial support for sub meshes
1 Year Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
1 Year Ago
DANGER: Enable Read/Write on ALL models project-wide
1 Year Ago
DANGER: Enable GPU instancing on ALL materials project-wide
1 Year Ago
Merge from /main
1 Year 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.
1 Year Ago
Merge from /main
1 Year Ago
pre-DX12 shelve
1 Year Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
1 Year Ago
Merge from main
1 Year Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
1 Year Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
1 Year 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.
1 Year Ago
Various fixes about the colour buffer not being resized or copied correctly
1 Year Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
1 Year Ago
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
1 Year Ago
Add an additional null check when removing instances
1 Year Ago
Indirect instancing fixes: - Fixed shader compilation error (again) - Fixed infinite loop condition causing application freeze - Fixed colour buffer not being applied due to wrong type causing black building parts - Fixed non-optimized instance buffer updates - Fixed off-by-one bug preventing the very first building part from being rendered - Fixed NullReferenceException when attempting to remove a renderer without a material
1 Year Ago
Fixed missing namespace error in server build
1 Year Ago
/main/indirect_instancing:
1 Year Ago
Check if there is an instance of the indirect instancing component because apparently it's possible that we add/remove instances when there isn't an active camera.
1 Year Ago
Indirect instancing: - Prevent NullReferenceException when attempting to remove instances without a MeshFilter component - Fixed shader compilation error in the shadow pass - Surround instancing code with `#ifdef CLIENT` for cleaner server builds
1 Year Ago
Merge from /main
1 Year Ago
Added support for layers and per-instance colors to the indirect instanced renderer
1 Year Ago
Indirect Instancing: - Remove delegate callbacks to avoid allocations at all costs - Lots of clean-up / Removed some ugly hacks - Use proper namespace namespaces - Use a camera component for proper resource management - Prefix all profiler regions with "Indirect." for an easy overview
1 Year Ago
merge from /main
1 Year Ago
Remove the massive lump of disabled code I forgot to delete
1 Year Ago
Implement indirect instanced rendering system
1 Year Ago
Enabled instancing on all materials.
1 Year Ago
Un-check Read/Write on all meshes
1 Year Ago
Added "Unmark Readable" Tool to remove Read/Write from meshes
1 Year Ago
Fixed instancing to work with non-read-write meshes
1 Year Ago
Fixed server build
1 Year Ago
Merge /command_buffer_gc_fix to /main - Fix allocation of 62 bytes every frame