52 Commits over 212 Days - 0.01cph!
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Test if my platform changes still build
Indirect Instancing Integration Candidate 2
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Indirect Instancing Integration Candidate 1
Re-enable Read/Write for collision meshes only
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
Reset meshes to their state in /main
Fix class layout build error
Set Read/Write and GPU instancing, fix issues with MeshCull, fix server build
(Test) set all meshes isReadable=0
work around unity_BaseCommandID not being set
Fix build regarding AssetDatabase
Fix build error about missing TerrainTools
Implement indirect instancing without requiring monster meshes
Allow drawing instances without making use of monster meshes.
Added a crude profiler that works in release builds
- fixed mip level calculation errors for fallback objects
- fixed fallback objects not properly updating when in motion
Implement texture streaming support for the instanced fallback renderer
Culling performance improvements
WIP work to speed up culling (AVX fix)
WIP work to speed up culling
merge from indirect_instancing
fix double rendered MeshCull objects
merge from indirect_instancing
merge from indirect_instancing
merge from indirect_instancing
merge from indirect_instancing
Merge from indirect_instancing (complete working changes)
merge from indirect_instancing (code, shaders, prefabs)
merge from indirect_instancing (code only)
Remove instancing support from all non-standard shaders
merge from indirect_instancing
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
merge from indirect_instancing
Revert ProjectSettings.asset
merge from indirect_instancing (build test)
Merge from menu_friends_list
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