branchrust_reboot/main/fast_debug_drawcancel

30 Commits over 31 Days - 0.04cph!

4 Hours Ago
Merge from /main
4 Hours Ago
Merge from /main
4 Hours Ago
Merge from /main
4 Hours Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
4 Hours Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
5 Hours Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
Yesterday
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
2 Days Ago
fast debug draw: skip geometry shader on metal
2 Days Ago
merge from main
2 Days Ago
Adding Hidden/DebugLine shader to always included shader list
3 Days Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
3 Days Ago
fix server build (IndirectUtil)
3 Days Ago
fix server build (FastDebugDraw)
3 Days Ago
Merge from /main
3 Days Ago
Merge from /main
21 Days Ago
+ Reworked the DebugLine shader, fixing various isses with pixel alignment and perspective. + Added '-' character for negative numbers :) + Made sure that text size is always divisible by 4 for a clearer appearance. Also raised the default text thickness to 2. (I'm a fan of thin lines, but you really couldn't read these.)
23 Days Ago
Merge from /main
23 Days 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.
23 Days Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
23 Days Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
24 Days Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
24 Days Ago
Re-added debug capsule rendering 💊
24 Days Ago
* Fix text rendering by converting LineStrip topology to Lines * Allow world-positioned but screen-aligned text like DDraw.Text * Implement distance fade effect
25 Days Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
25 Days Ago
FastDebugDraw: Established compatibility with the current DDraw system
29 Days Ago
Mark DamageTracker `public` (third attempt 😤 )
29 Days Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
29 Days Ago
FastDebugDraw WIP with fucking new files
29 Days Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
32 Days Ago
First iteration of the FastDebugDraw component, shader and material