branchrust_reboot/main/fast_debug_drawcancel

44 Commits over 59 Days - 0.03cph!

10 Days Ago
Various fixes and assertions to prevent further issues. I think we're good now. (Famous last words)
10 Days Ago
Merge from main
10 Days Ago
Fixed memory leak in DamageTracker
11 Days Ago
Merge from main
11 Days Ago
Undo accidental changes
11 Days Ago
Additional fixes for Metal API
14 Days Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
15 Days Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
15 Days Ago
23 Days Ago
Regenerate console commands
23 Days Ago
Disable ddraw instancing system for text by default because the new system doesn't support rich text formatting tags just yet
23 Days Ago
Merge from main
32 Days Ago
Remove debug code
32 Days Ago
Merge from /main
35 Days Ago
Merge from /main
35 Days Ago
Merge from /main
35 Days Ago
Merge from /main
35 Days Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
35 Days Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
35 Days 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.
35 Days Ago
Apply D3D11 hack to fix IndirectDrawIndexedArgs.startInstance to Metal and OpenGL as well. Actually, the hack is now enabled for all renderers except Vulkan.
37 Days Ago
fast debug draw: skip geometry shader on metal
37 Days Ago
merge from main
37 Days Ago
Adding Hidden/DebugLine shader to always included shader list
38 Days Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
38 Days Ago
fix server build (IndirectUtil)
38 Days Ago
fix server build (FastDebugDraw)
38 Days Ago
Merge from /main
38 Days Ago
Merge from /main
55 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.)
58 Days Ago
Merge from /main
58 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.
58 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.
58 Days Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
59 Days Ago
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
59 Days Ago
Re-added debug capsule rendering 💊
59 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
60 Days Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
60 Days Ago
FastDebugDraw: Established compatibility with the current DDraw system
2 Months Ago
Mark DamageTracker `public` (third attempt 😤 )
2 Months Ago
Cherry-pick MemoryBlock, AllocatingMemoryBlock and DamageTracker to be used in FastDebugDraw
2 Months Ago
FastDebugDraw WIP with fucking new files
2 Months Ago
Add Assets/Scripts/Rendering/Instancing/Indirect directory, hoping that Plastic shuts up about stupid directory conflicts
2 Months Ago
First iteration of the FastDebugDraw component, shader and material