branchrust_reboot/main/indirect_instancingcancel

441 Commits over 516 Days - 0.04cph!

1 Year Ago
* Restore damage tracking for command and instance buffers * Skip RemoveDestroyedMeshes() as it doesn't seem to be needed anymore and it was taking well over 3 ms
1 Year Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
1 Year Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
1 Year Ago
Improve handling of null meshes in RustRenderer auto conversion
1 Year Ago
Grow block allocations exponentially because linearily wastes more buffer space.
1 Year Ago
Implement ArrayEx.RemoveAt* utility functions
1 Year Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
1 Year 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
1 Year Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
1 Year Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
1 Year Ago
Regenerate console system
1 Year Ago
cherry-pick platform fixes
1 Year Ago
cherry-pick platform fixes
1 Year Ago
merge from main
1 Year Ago
Merge from /main
1 Year Ago
Add terrain occlusion culling to the instanced renderer (WIP)
1 Year Ago
Fix release build
1 Year Ago
Add frustum culling to the instanced calls
1 Year Ago
Cherry pick quality_level_squash
1 Year Ago
Add texture streaming support to indirect instanced rendering
1 Year Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
1 Year Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
1 Year Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
1 Year Ago
Merge from main
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
1 Year Ago
Cherry-pick marking DamageTracker `public`
1 Year Ago
Mark DamageTracker `public` (again 🙄)
1 Year Ago
Mark DamageTracker `public`
1 Year 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.
1 Year 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.
1 Year Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
1 Year Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
1 Year Ago
Merge from /fast_debug_draw
1 Year Ago
Merge from /main
1 Year Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
1 Year Ago
Restructure handling of debug code in IndirectInstancingCamera
1 Year Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
1 Year Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
1 Year Ago
Fix compilation error in StandardLayers.cginc
1 Year Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
1 Year Ago
Fix pass by reference in IndirectInstancingRenderer