Alpha v1.0.0

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All Rust commits from Facepunch

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Felix25/03/202616:14:02
rust_reboot/main/indirect_instancing (#146962)

Establish basic compatibility with SRP/RRP

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Felix25/03/202616:09:50
rust_reboot/main/indirect_instancing (#146961)

RRP: Prevent NRE from destroyed cameras

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Felix20/03/202613:52:03
rust_reboot/main/indirect_instancing (#146513)

rebase on main

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Felix12/03/202616:35:52
rust_reboot/main/indirect_instancing (#145540)

Added statistical analysis for mesh sizes to Indirect Instancing Tools

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Felix12/03/202616:36:19
rust_reboot/main/indirect_instancing (#145541)

Enable Read/Write for 2752 meshes below 128 KB

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Felix12/03/202612:39:05
rust_reboot/main/indirect_instancing (#145501)

Added basic support for occlusion culling to indirect instancing

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Felix12/03/202612:38:41
rust_reboot/main/indirect_instancing (#145500)

Fixed hack test not correctly skipping single draw renderers

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Felix11/03/202614:46:43
rust_reboot/main/indirect_instancing (#145429)

Disable fallback rendering by default

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Felix11/03/202614:38:45
rust_reboot/main/indirect_instancing (#145427)

Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.

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Felix11/03/202612:54:03
rust_reboot/main/indirect_instancing (#145418)

rebase on main

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Felix06/03/202617:40:41
rust_reboot/▅▋▍▇▅▆▇▋▋▅▇▄▊▄▍▊▊█▇▅▋█ (#▌▌▇▄▊▄)

▋ █▅▍▊██ ▋▋▇▅▆██▄ ▅▌▋██▆▇▇█▉ ▌▊▄▋▅▇ ▅█▉▍▅▌

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Felix06/03/202616:31:24
rust_reboot/main/indirect_instancing (#145238)

Remove _CommandID shader property to not ever confuse any shader compilers

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Felix06/03/202615:25:20
rust_reboot/main/indirect_instancing (#145227)

fix server build

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Felix06/03/202614:48:13
rust_reboot/main/indirect_instancing (#145221)

Render single-draw commands through Graphics.RenderMeshIndirect()

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Felix06/03/202612:29:00
rust_reboot/main/indirect_instancing (#145207)

Check Unity object lifetime before calling onVisibilityChanged callback

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Brian05/03/202619:34:34
rust_reboot/main/indirect_instancing (#145128)

fix compile error

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Brian05/03/202617:18:55
rust_reboot/main/indirect_instancing (#145115)

LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes

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Felix05/03/202617:02:06
rust_reboot/main/indirect_instancing (#145111)

avoid NRE when enabling indirect instancing

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Brian05/03/202600:41:02
rust_reboot/main/indirect_instancing (#145055)

exclude renderers with negative scale from instancing and warn about them

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Felix04/03/202619:24:11
rust_reboot/█▊▊▌██▄▄▆▊▍▉▍▆▇▌▉▅▄▉▄▊ (#▇▌▌▋▇▄)

▌ ▌▄▋ ▍▇▆▄▅▋▌█▍ ▉▊▍▇▊▋▋ ▆▍▇ ▄▋▇▊██▌▅ ▅▊▊▌▇█▋▊▉▄ ▋▍▄▇█ ▅▄▊▉▊▆▌▊▅ ▍▉▍▄▊▊▌▉▆ ▉▊▌▇▊▆█▉▍ ▆▊▉▍▆▊▆▅ ▉▋▍▆ ▍▇▍▉ ▍▌ █▋▄▌▆▆▊

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Felix04/03/202613:58:03
rust_reboot/main/indirect_instancing (#145018)

rebase on main

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Felix04/03/202613:57:17
rust_reboot/main/indirect_instancing (#145017)

* 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`.

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Brian03/03/202623:26:22
rust_reboot/main/indirect_instancing (#144974)

fix EmissionToggle with indirect instancing

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Brian03/03/202623:13:55
rust_reboot/main/indirect_instancing (#144973)

fix EmissionScaledByLight with indirect instancing

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Felix03/03/202612:43:04
rust_reboot/main/indirect_instancing (#144907)

Fixed slot machine not animating with Indirect Instancing

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Felix02/03/202613:51:33
rust_reboot/main/indirect_instancing (#144820)

rebase on main

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Felix27/02/202615:56:18
rust_reboot/main/indirect_instancing (#144747)

resolve conflicts

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Felix27/02/202615:54:16
rust_reboot/main/indirect_instancing (#144746)

merge from main

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Felix27/02/202615:52:19
rust_reboot/main/indirect_instancing (#144745)

* 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.

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Felix26/02/202617:42:06
rust_reboot/main/indirect_instancing (#144645)

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.

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Felix26/02/202611:41:14
rust_reboot/main/indirect_instancing (#144564)

rebase on main

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Felix24/02/202620:52:22
rust_reboot/main/indirect_instancing (#144395)

rebase on main

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Felix24/02/202613:32:44
rust_reboot/main/indirect_instancing (#144335)

Update terminology for debug overlay

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Felix23/02/202615:41:37
rust_reboot/main/indirect_instancing (#144232)

Use direct-to-VRAM buffer uploads on Mac to fix memory leak.

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Felix23/02/202612:14:49
rust_reboot/main/indirect_instancing (#144199)

Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)

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Felix20/02/202616:59:48
rust_reboot/main/indirect_instancing (#144090)

rebase on main

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Felix20/02/202616:56:58
rust_reboot/main/indirect_instancing (#144085)

Fix client and server build 🎳

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Felix20/02/202615:31:23
rust_reboot/main/indirect_instancing (#144069)

rebase on main

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Felix20/02/202615:28:57
rust_reboot/main/indirect_instancing (#144068)

* 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)

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Felix19/02/202608:30:59
rust_reboot/main/indirect_instancing (#143852)

rebase on main

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Felix18/02/202614:41:52
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Felix18/02/202614:31:33
rust_reboot/main/indirect_instancing (#143709)

Remove DeveloperOnly restriction from Indirect Instancing Convars

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Felix18/02/202613:11:51
rust_reboot/main/indirect_instancing (#143690)

Add an assertion when trying to update visibility while jobs are running

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Felix18/02/202613:12:16
rust_reboot/main/indirect_instancing (#143691)

Fix assertion triggered when another player uses a telephone

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Felix17/02/202609:16:51
rust_reboot/main/indirect_instancing (#143477)

merge from shader_variant_cleanup

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Felix16/02/202612:32:52
rust_reboot/main/indirect_instancing (#143353)

rebase on main

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Felix05/02/202613:23:08
rust_reboot/main/indirect_instancing (#142640)

Made non-monster (mesh-draw) renderers toggleable for performance testing

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Felix04/02/202616:02:44
rust_reboot/main/indirect_instancing (#142562)

Mark Indirect Instancing as DeveloperOnly

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Felix04/02/202615:13:03
rust_reboot/main/indirect_instancing (#142557)

Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable

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Felix03/02/202608:38:40
rust_reboot/main/indirect_instancing (#142409)

rebase on main

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Rust Utility Hub - Commits - main/indirect_instancing