branchrust_reboot/main/indirect_instancingcancel

61 Commits over 62 Days - 0.04cph!

4 Days Ago
Merge from /main
23 Days Ago
Merge from /main
23 Days Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
29 Days Ago
Cherry-pick marking DamageTracker `public`
29 Days Ago
Mark DamageTracker `public` (again 🙄)
29 Days Ago
Mark DamageTracker `public`
29 Days Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
29 Days Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
29 Days Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
29 Days Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
32 Days Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
32 Days Ago
Merge from /fast_debug_draw
32 Days Ago
Merge from /main
32 Days Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
32 Days Ago
Restructure handling of debug code in IndirectInstancingCamera
32 Days Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
32 Days Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
32 Days Ago
Fix compilation error in StandardLayers.cginc
32 Days Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
32 Days Ago
Fix pass by reference in IndirectInstancingRenderer
32 Days Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
32 Days Ago
Improve and clarify Add() and Remove() handling in RendererBatch
32 Days Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
32 Days Ago
Pass instancing handle by reference to ensure it's always up to date
32 Days Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
32 Days Ago
Pass instancing handle by reference to ensure it's always up-to-date
32 Days Ago
Make LODComponent's Hide() and Show() public
37 Days Ago
Backup shelve
38 Days Ago
Fix non-debug build
38 Days Ago
Fix server build
39 Days Ago
Merge from /main
39 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
42 Days Ago
Indirect Instancing: Add initial support for sub meshes
42 Days Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
42 Days Ago
DANGER: Enable Read/Write on ALL models project-wide
42 Days Ago
DANGER: Enable GPU instancing on ALL materials project-wide
42 Days Ago
Merge from /main
42 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.
46 Days Ago
Merge from /main
2 Months Ago
pre-DX12 shelve
2 Months Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
2 Months Ago
Merge from main
2 Months Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
2 Months Ago
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
2 Months 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.
2 Months Ago
Various fixes about the colour buffer not being resized or copied correctly
2 Months Ago
Add temporary debug error messages to diagnose the uninitialised component issue.
2 Months Ago
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
2 Months Ago
Add an additional null check when removing instances
2 Months 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