branchrust_reboot/main/indirect_instancingcancel
408 Commits over 427 Days - 0.04cph!
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors.
* Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array.
* Reject renderers without materials outright.
Fixed NRE and missing objects after toggling Indirect Instancing at runtime.
- Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead.
- Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later.
- Ignore empty LOD states everywhere it makes sense.
Update terminology for debug overlay
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
Fix client and server build 🎳
* Fixed doors getting detached when operated on a vehicle with indirect instancing
* Fixed ghost objects being left behind if they had skins applied.
* Fixed debug overlay not returning correct results in the editor
* Improved debug overlay to be more useful and readable
* Added prototype SIMD collider-less raycasting code. (WIP)
Remove DeveloperOnly restriction from Indirect Instancing Convars
Add an assertion when trying to update visibility while jobs are running
Fix assertion triggered when another player uses a telephone
merge from shader_variant_cleanup
Made non-monster (mesh-draw) renderers toggleable for performance testing
Mark Indirect Instancing as DeveloperOnly
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
Improve Update() performance by caching is_in_motion state for every entity.
Improve Update() performance by caching is_in_motion state for every entity.
* Tuned execution order to avoid waiting for jobs the main thread.
* Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data.
* Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings.
* Made certain expensive debug features toggleable.
* The debug overlay can now render “µ”.
Some fixes and cleanups for the Indirect Instancing debug overlay
Properly cull underground objects when Indirect Instancing is enabled
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Fix command count mismatch error spam due to destroyed materials.
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
Fix object popping caused by orphaned motion list entries in multiple ways:
* Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue.
* Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity.
Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
* Improve job scheduling to make leaving the job phase more robust through loading screens
* Fix NRE when trying to remove instances before Indirect Instancing was initialised
* Made switching Indirect Instancing at runtime more robust
* Prevent some other possible exceptions
* Avoid some unnecessary calls to MotionList
* Renamed TransformMemory to MotionList (as it should be)
* Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment.
* Fixed exception caused by removing elements from the set while iterating
Use negative handles for fallback memory
Remove InstanceHandle and use a simple integer instead
* Added generic NativeMultiList to replace InstanceHandleList (WIP)
* Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num
* Simplified MotionList add/removal procedures to HashSet operations
* Cleared up function naming in BaseEntity.Client.Motion.cs
* Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop
* Removed IMotionParent interface because it caused more confusion than anything else
* Correctly dispose of the hash set storing child instances when an entity is destroyed