branchrust_reboot/main/indirect_instancingcancel

439 Commits over 516 Days - 0.04cph!

5 Days Ago
Remove now obsolete IGraphicsBuffer wrapper
5 Days Ago
Use newer GraphicsBuffer instead of ComputeBuffer
8 Days Ago
Rebase on main
30 Days Ago
Rebase on /main
30 Days Ago
Subtract mesh changes to prevent conflicts
48 Days Ago
Establish basic compatibility with SRP/RRP
48 Days Ago
RRP: Prevent NRE from destroyed cameras
53 Days Ago
rebase on main
2 Months Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
2 Months Ago
Enable Read/Write for 2752 meshes below 128 KB
2 Months Ago
Added basic support for occlusion culling to indirect instancing
2 Months Ago
Fixed hack test not correctly skipping single draw renderers
2 Months Ago
Disable fallback rendering by default
2 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
2 Months Ago
rebase on main
2 Months Ago
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2 Months Ago
Remove _CommandID shader property to not ever confuse any shader compilers
2 Months Ago
fix server build
2 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
2 Months Ago
Check Unity object lifetime before calling onVisibilityChanged callback
2 Months Ago
fix compile error
2 Months Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
2 Months Ago
avoid NRE when enabling indirect instancing
2 Months Ago
exclude renderers with negative scale from instancing and warn about them
2 Months Ago
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2 Months Ago
rebase on main
2 Months 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`.
2 Months Ago
fix EmissionToggle with indirect instancing
2 Months Ago
fix EmissionScaledByLight with indirect instancing
2 Months Ago
Fixed slot machine not animating with Indirect Instancing
2 Months 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.
3 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.
3 Months Ago
rebase on main
3 Months Ago
rebase on main
3 Months Ago
Update terminology for debug overlay
3 Months Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
3 Months Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
3 Months Ago
rebase on main
3 Months Ago
Fix client and server build 🎳
3 Months Ago
rebase on main
3 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)
3 Months Ago
rebase on main
3 Months Ago
CodeGen
3 Months Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
3 Months Ago
Add an assertion when trying to update visibility while jobs are running
3 Months Ago
Fix assertion triggered when another player uses a telephone
3 Months Ago
merge from shader_variant_cleanup