Alpha v1.0.0

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All Rust commits from Facepunch

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Felix26/06/202518:30:14
rust_reboot/main/indirect_instancing (#124447)

fix server build

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Felix26/06/202517:58:56
rust_reboot/main/indirect_instancing (#124442)

Removed some leftover debug stuff

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Felix26/06/202517:58:26
rust_reboot/main/indirect_instancing (#124441)

- 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

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Felix24/06/202510:43:36
rust_reboot/main/indirect_instancing (#124203)

Enable instancing on all supported materials

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Felix24/06/202510:42:46
rust_reboot/main/indirect_instancing (#124202)

Enable Read/Write on all prefab meshes

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Felix24/06/202509:08:54
rust_reboot/main/indirect_instancing (#124183)

Don't fail builds when file timestamps could not be set

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Felix24/06/202509:06:42
rust_reboot/main/indirect_instancing (#124182)

Improve automated indirect instancing tools

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Felix24/06/202507:46:57
rust_reboot/main/indirect_instancing (#124175)

Bring back compute changes

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Felix24/06/202507:29:59
rust_reboot/main/indirect_instancing (#124173)

Bring back supported shader changes and includes

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Felix24/06/202507:28:52
rust_reboot/main/indirect_instancing (#124172)

Bring back prefab changes

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Felix23/06/202516:18:35
rust_reboot/main/indirect_instancing (#124121)

Revert execution order changes

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Felix23/06/202516:06:32
rust_reboot/main/indirect_instancing (#124120)

Revert script changes

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Felix23/06/202516:06:24
rust_reboot/main/indirect_instancing (#124119)

Revert compute changes

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Felix23/06/202516:04:55
rust_reboot/main/indirect_instancing (#124118)

Revert prefab changes

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Felix23/06/202516:04:41
rust_reboot/main/indirect_instancing (#124117)

Revert package changes

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Felix23/06/202516:04:33
rust_reboot/main/indirect_instancing (#124116)

Revert platform changes

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Felix23/06/202516:00:53
rust_reboot/main/indirect_instancing (#124113)

Revert changes to shader includes

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Felix23/06/202515:58:58
rust_reboot/main/indirect_instancing (#124112)

Reverted changes to supported shaders

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Felix23/06/202515:58:29
rust_reboot/main/indirect_instancing (#124111)

Revert changes to ProjectSettings

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Felix23/06/202515:45:46
rust_reboot/main/indirect_instancing (#124108)

merge from main

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Felix23/06/202509:03:00
rust_reboot/main/indirect_instancing (#124067)

Remove instancing support from all non-standard shaders

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Felix20/06/202518:08:10
rust_reboot/main/indirect_instancing (#124003)

Some .FBX.meta I didn't catch because they were uppercase

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Felix20/06/202517:58:54
rust_reboot/main/indirect_instancing (#124002)

Revert even more .fbx.meta and .mat files to the state they have on /main

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Felix20/06/202517:28:04
rust_reboot/main/indirect_instancing (#124001)

Subtract all .mat changes to investigate artifacting issues

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Felix20/06/202517:25:02
rust_reboot/main/indirect_instancing (#124000)

Subtract all .fbx.meta changes to investigate artifacting issues

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Felix20/06/202516:11:37
rust_reboot/main/indirect_instancing (#123992)

Fixed InstancedDebugDraw instance and command buffers initially bound to zero

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Felix20/06/202513:11:54
rust_reboot/main/indirect_instancing (#123961)

don't use sort jobs

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Felix20/06/202512:23:17
rust_reboot/main/indirect_instancing (#123952)

fix server build

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Felix20/06/202510:42:34
rust_reboot/main/indirect_instancing (#123946)

Revert ProjectSettings.asset

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Felix20/06/202507:51:16
rust_reboot/main/indirect_instancing (#123931)

build fix

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Felix20/06/202507:49:31
rust_reboot/main/indirect_instancing (#123930)

regenerate codegen

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Felix20/06/202507:25:55
rust_reboot/main/indirect_instancing (#123928)

merge from main

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Felix18/06/202515:16:24
rust_reboot/main/indirect_instancing (#123784)

- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents

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Felix18/06/202511:49:14
rust_reboot/main/indirect_instancing (#123779)

- 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

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Felix18/06/202511:45:46
rust_reboot/main/indirect_instancing (#123778)

InstancedDebugDraw: Fix performance issue when re-adding instances each frame

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Felix13/06/202519:48:09
rust_reboot/main/indirect_instancing (#123594)

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()

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Felix11/06/202517:13:07
rust_reboot/main/indirect_instancing (#123314)

Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.

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Felix10/06/202518:28:23
rust_reboot/main/indirect_instancing (#123226)

Don't rely on managed references when removing instances, use InstanceHandle instead

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Felix10/06/202510:25:49
rust_reboot/main/indirect_instancing (#123189)

Fix exceptions caused by removal of meshes with less materials than submeshes

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Felix10/06/202509:14:03
rust_reboot/main/indirect_instancing (#123176)

merge from main

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Felix06/06/202509:32:01
rust_reboot/main/indirect_instancing (#122948)

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.

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Felix06/06/202509:10:59
rust_reboot/main/indirect_instancing (#122947)

Fixed shader errors about missing implementations of vertInstancingSetup

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Felix06/06/202507:45:04
rust_reboot/main/indirect_instancing (#122943)

merge from main

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Felix30/05/202509:43:08
rust_reboot/main/indirect_instancing (#122427)

Fix construction guide not appearing

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Felix29/05/202512:22:08
rust_reboot/main/indirect_instancing (#122330)

merge from main

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Felix29/05/202512:17:50
rust_reboot/main/indirect_instancing (#122328)

Changed implementation to only render colour pass and leave shadow culling and rendering to Unity

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Felix29/05/202512:16:50
rust_reboot/main/indirect_instancing (#122327)

Added some debug ConVars

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Felix22/05/202517:10:59
rust_reboot/main/indirect_instancing (#121850)

Fixed various causes that could render meshes twice

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Felix21/05/202516:31:07
rust_reboot/main/indirect_instancing (#121760)

Add queue system for adding/removing instances to prevent colliding with the jobs

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Felix21/05/202515:48:10
rust_reboot/main/indirect_instancing (#121757)

Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()

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Rust Utility Hub - Commits - main/indirect_instancing