branchrust_reboot/main/indirect_instancingcancel

436 Commits over 486 Days - 0.04cph!

16 Days Ago
Rebase on /main
16 Days Ago
Subtract mesh changes to prevent conflicts
34 Days Ago
Establish basic compatibility with SRP/RRP
34 Days Ago
RRP: Prevent NRE from destroyed cameras
39 Days Ago
rebase on main
47 Days Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
47 Days Ago
Enable Read/Write for 2752 meshes below 128 KB
47 Days Ago
Added basic support for occlusion culling to indirect instancing
47 Days Ago
Fixed hack test not correctly skipping single draw renderers
48 Days Ago
Disable fallback rendering by default
48 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
48 Days Ago
rebase on main
53 Days Ago
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53 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
53 Days Ago
fix server build
53 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
53 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
54 Days Ago
fix compile error
54 Days Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
54 Days Ago
avoid NRE when enabling indirect instancing
55 Days Ago
exclude renderers with negative scale from instancing and warn about them
55 Days Ago
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55 Days Ago
rebase on main
55 Days Ago
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
56 Days Ago
fix EmissionToggle with indirect instancing
56 Days Ago
fix EmissionScaledByLight with indirect instancing
56 Days Ago
Fixed slot machine not animating with Indirect Instancing
57 Days Ago
rebase on main
2 Months Ago
resolve conflicts
2 Months Ago
merge from main
2 Months Ago
* 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.
2 Months Ago
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.
2 Months Ago
rebase on main
2 Months Ago
rebase on main
2 Months Ago
Update terminology for debug overlay
2 Months Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
2 Months Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
2 Months Ago
rebase on main
2 Months Ago
Fix client and server build 🎳
2 Months Ago
rebase on main
2 Months Ago
* 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)
2 Months Ago
rebase on main
2 Months Ago
CodeGen
2 Months Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
2 Months Ago
Add an assertion when trying to update visibility while jobs are running
2 Months Ago
Fix assertion triggered when another player uses a telephone
2 Months Ago
merge from shader_variant_cleanup
2 Months Ago
rebase on main
3 Months Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
3 Months Ago
Mark Indirect Instancing as DeveloperOnly