All Rust commits from Facepunch
fix server build
Removed some leftover debug stuff
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
Enable instancing on all supported materials
Enable Read/Write on all prefab meshes
Don't fail builds when file timestamps could not be set
Improve automated indirect instancing tools
Bring back compute changes
Bring back supported shader changes and includes
Bring back prefab changes
Revert execution order changes
Revert script changes
Revert compute changes
Revert prefab changes
Revert package changes
Revert platform changes
Revert changes to shader includes
Reverted changes to supported shaders
Revert changes to ProjectSettings
merge from main
Remove instancing support from all non-standard shaders
Some .FBX.meta I didn't catch because they were uppercase
Revert even more .fbx.meta and .mat files to the state they have on /main
Subtract all .mat changes to investigate artifacting issues
Subtract all .fbx.meta changes to investigate artifacting issues
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
don't use sort jobs
fix server build
Revert ProjectSettings.asset
build fix
regenerate codegen
merge from main
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
- Fixed and optimise debug diagnostics - Use an array instead of a dictionary to store RenderKeys - Added various toggles for controlling which parts of the system run during profiling
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
Don't rely on managed references when removing instances, use InstanceHandle instead
Fix exceptions caused by removal of meshes with less materials than submeshes
merge from main
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
Fixed shader errors about missing implementations of vertInstancingSetup
merge from main
Fix construction guide not appearing
merge from main
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
Added some debug ConVars
Fixed various causes that could render meshes twice
Add queue system for adding/removing instances to prevent colliding with the jobs
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()