branchrust_reboot/main/indirect_instancingcancel

34 Commits over 31 Days - 0.05cph!

4 Days Ago
Backup shelve
6 Days Ago
Fix non-debug build
6 Days Ago
Fix server build
7 Days Ago
Merge from /main
7 Days Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
10 Days Ago
Indirect Instancing: Add initial support for sub meshes
10 Days Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
10 Days Ago
DANGER: Enable Read/Write on ALL models project-wide
10 Days Ago
DANGER: Enable GPU instancing on ALL materials project-wide
10 Days Ago
Merge from /main
10 Days 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.
14 Days Ago
Merge from /main
34 Days Ago
pre-DX12 shelve
35 Days Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
35 Days Ago
Merge from main
35 Days Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
37 Days Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
38 Days 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.
39 Days Ago
Various fixes about the colour buffer not being resized or copied correctly
39 Days Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
40 Days Ago
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
40 Days Ago
Add an additional null check when removing instances
41 Days 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
41 Days Ago
Fixed missing namespace error in server build
41 Days Ago
/main/indirect_instancing:
41 Days 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.
41 Days 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
42 Days Ago
Restoring ProjectSettings.asset
42 Days Ago
Merge from /main
44 Days Ago
Added support for layers and per-instance colors to the indirect instanced renderer
45 Days 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
45 Days Ago
merge from /main
45 Days Ago
Remove the massive lump of disabled code I forgot to delete
45 Days Ago
Implement indirect instanced rendering system