branchrust_reboot/main/indirect_instancingcancel

237 Commits over 243 Days - 0.04cph!

6 Days Ago
Rebase on /main
6 Days Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
7 Days Ago
Force disable HLOD while Indirect Instancing is enabled
7 Days Ago
Rebase on /main
7 Days Ago
Remove unused compute shader from indirect instancing
7 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
7 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
7 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
7 Days Ago
Rebase on /main
7 Days Ago
Rebase on /main
8 Days Ago
Set correct mip map bias when using indirect instancing
8 Days Ago
Make sure indirect instancing ConVars are disabled by default and saved
8 Days Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
8 Days Ago
Rebase on /main
8 Days Ago
Remove RustRenderer (for now)
12 Days Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
13 Days Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
13 Days Ago
Move `autoconnect` variable to `client.autoconnect`.
13 Days Ago
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13 Days Ago
Rebase on /main
13 Days Ago
Rebase on /main
13 Days Ago
Remove dead code and other cleanups from the code review
13 Days Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
14 Days Ago
Remove old unused LOD fading variant
14 Days Ago
Clean up instancing shader code and remove old instancing code
14 Days Ago
Rebase on /main
14 Days Ago
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14 Days Ago
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15 Days Ago
- Add support for material property blocks in the fallback renderer - Fix retro tool cupboard transparency-related rendering issues
19 Days Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
19 Days Ago
Linearise colour values before storing them in the instance data buffer
19 Days Ago
Cleanup/polish indirect instancing tools
19 Days Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
19 Days Ago
Rebase on current /main
19 Days Ago
Keep instancing disabled by default
19 Days Ago
Strip debug code out into separate files
19 Days Ago
Remove old unused arrays
19 Days Ago
Remove old unused job code
19 Days Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
20 Days Ago
Split crude profiler and memory tally into separate files as they should
20 Days Ago
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
20 Days Ago
Use burst compiler hints
20 Days Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
21 Days Ago
Enable 3052 materials for instancing
21 Days Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
21 Days Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
21 Days Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
21 Days Ago
Fix unity_BaseCommandID not being set on Mac
21 Days Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
25 Days Ago
Rebase on current /main