branchrust_reboot/main/indirect_instancingcancel

237 Commits over 243 Days - 0.04cph!

4 Months Ago
Grow block allocations exponentially because linearily wastes more buffer space.
4 Months Ago
Implement ArrayEx.RemoveAt* utility functions
4 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
4 Months 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 Months Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
4 Months Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
4 Months Ago
Do not update indirect instancing system when scene is loading
4 Months Ago
Do not update indirect instancing system when scene is loading
4 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
4 Months Ago
Regenerate console system
4 Months Ago
cherry-pick platform fixes
4 Months Ago
cherry-pick platform fixes
4 Months Ago
merge from main
5 Months Ago
Merge from /main
5 Months Ago
Add terrain occlusion culling to the instanced renderer (WIP)
5 Months Ago
Fix release build
5 Months Ago
Add frustum culling to the instanced calls
5 Months Ago
Cherry pick quality_level_squash
5 Months Ago
Add texture streaming support to indirect instanced rendering
5 Months Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
5 Months Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
6 Months Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
6 Months Ago
Merge from main
7 Months Ago
Merge from /main
7 Months Ago
Merge from /main
7 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
7 Months Ago
Cherry-pick marking DamageTracker `public`
7 Months Ago
Mark DamageTracker `public` (again 🙄)
7 Months Ago
Mark DamageTracker `public`
7 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.
7 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.
7 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
7 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
7 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
7 Months Ago
Merge from /fast_debug_draw
7 Months Ago
Merge from /main
7 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
7 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
7 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
7 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
7 Months Ago
Fix compilation error in StandardLayers.cginc
7 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
7 Months Ago
Fix pass by reference in IndirectInstancingRenderer
7 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
7 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
7 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
7 Months Ago
Pass instancing handle by reference to ensure it's always up to date