branchrust_reboot/main/indirect_instancingcancel

90 Commits over 151 Days - 0.02cph!

1 Hour Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
1 Hour Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
3 Days Ago
Improve handling of null meshes in RustRenderer auto conversion
3 Days Ago
Grow block allocations exponentially because linearily wastes more buffer space.
3 Days Ago
Implement ArrayEx.RemoveAt* utility functions
3 Days Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
3 Days Ago
- Disable LOD fading to be reintroduced when LOD switching is stable - Pass final Mesh instead of MeshFilter to instancing system to allow assets based on MeshLOD to work properly - Restructure RustRenderer for more robust automatic conversion - Fix invisible LODs by merging duplicate entries referring to the same Mesh
4 Days Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
5 Days Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
5 Days Ago
Do not update indirect instancing system when scene is loading
5 Days Ago
Do not update indirect instancing system when scene is loading
5 Days Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
5 Days Ago
merge from main
7 Days Ago
merge from main
7 Days Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
7 Days Ago
Regenerate console system
7 Days Ago
cherry-pick platform fixes
7 Days Ago
cherry-pick platform fixes
7 Days Ago
merge from main
45 Days Ago
Merge from /main
49 Days Ago
Add terrain occlusion culling to the instanced renderer (WIP)
49 Days Ago
Fix release build
49 Days Ago
Add frustum culling to the instanced calls
49 Days Ago
Cherry pick quality_level_squash
53 Days Ago
Add texture streaming support to indirect instanced rendering
55 Days Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
56 Days Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
60 Days Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
2 Months Ago
Merge from main
3 Months Ago
Merge from /main
4 Months Ago
Merge from /main
4 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
4 Months Ago
Cherry-pick marking DamageTracker `public`
4 Months Ago
Mark DamageTracker `public` (again 🙄)
4 Months Ago
Mark DamageTracker `public`
4 Months 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.
4 Months 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.
4 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
4 Months Ago
Merge from /fast_debug_draw
4 Months Ago
Merge from /main
4 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
4 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
4 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
4 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
4 Months Ago
Fix compilation error in StandardLayers.cginc
4 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
4 Months Ago
Fix pass by reference in IndirectInstancingRenderer
4 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects