Alpha v1.0.0

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All Rust commits from Facepunch

95 total commits for branch:
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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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Felix21/05/202509:32:36
rust_reboot/main/indirect_instancing (#121721)

Disable only unsupported submeshes in MeshRenderers, not all of them

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Felix19/05/202515:52:52
rust_reboot/main/indirect_instancing (#121556)

Re-enable texture streaming jobs

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Felix19/05/202514:16:35
rust_reboot/main/indirect_instancing (#121534)

* 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

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Felix19/05/202511:14:36
rust_reboot/main/indirect_instancing (#121500)

Improve performance in the hierarchical culling job by reordering the culling tests by cost

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Felix19/05/202511:13:11
rust_reboot/main/indirect_instancing (#121499)

Fix wrong index calculation in ArrayEx.RemoveAtNoResize()

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Felix16/05/202518:18:17
rust_reboot/main/indirect_instancing (#121427)

Improve handling of null meshes in RustRenderer auto conversion

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Felix16/05/202518:17:30
rust_reboot/main/indirect_instancing (#121425)

Grow block allocations exponentially because linearily wastes more buffer space.

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Felix16/05/202518:16:27
rust_reboot/main/indirect_instancing (#121424)

Implement ArrayEx.RemoveAt* utility functions

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Felix16/05/202511:57:47
rust_reboot/main/indirect_instancing (#121396)

- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments

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Felix16/05/202511:33:58
rust_reboot/main/indirect_instancing (#121395)

- 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

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Felix15/05/202510:16:38
rust_reboot/main/indirect_instancing (#121324)

Fix frustum culling by skipping damage tracking as a temporary workaround

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Felix14/05/202509:51:41
rust_reboot/main/indirect_instancing (#121226)

Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter

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Felix14/05/202509:51:15
rust_reboot/main/indirect_instancing (#121225)

Do not update indirect instancing system when scene is loading

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Felix14/05/202509:47:54
rust_reboot/main/indirect_instancing (#121224)

Do not update indirect instancing system when scene is loading

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Felix14/05/202509:07:00
rust_reboot/main/indirect_instancing (#121216)

Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.

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Felix14/05/202507:54:03
rust_reboot/main/indirect_instancing (#121209)

merge from main

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Felix12/05/202516:41:52
rust_reboot/main/indirect_instancing (#121066)

merge from main

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Felix12/05/202516:14:27
rust_reboot/main/indirect_instancing (#121062)

First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.

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Felix12/05/202516:13:17
rust_reboot/main/indirect_instancing (#121061)

Regenerate console system

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Felix12/05/202508:13:48
rust_reboot/main/indirect_instancing (#120999)

cherry-pick platform fixes

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Felix12/05/202508:03:04
rust_reboot/main/indirect_instancing (#120998)

cherry-pick platform fixes

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Felix12/05/202507:54:55
rust_reboot/main/indirect_instancing (#120997)

merge from main

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Felix04/04/202511:49:42
rust_reboot/main/indirect_instancing (#118432)

Merge from /main

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Felix31/03/202518:43:19
rust_reboot/main/indirect_instancing (#118078)

Add terrain occlusion culling to the instanced renderer (WIP)

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Felix31/03/202515:50:46
rust_reboot/main/indirect_instancing (#118053)

Fix release build

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Felix31/03/202515:42:11
rust_reboot/main/indirect_instancing (#118051)

Add frustum culling to the instanced calls

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Felix31/03/202515:41:01
rust_reboot/main/indirect_instancing (#118050)

Cherry pick quality_level_squash

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Felix27/03/202518:38:28
rust_reboot/main/indirect_instancing (#117840)

Add texture streaming support to indirect instanced rendering

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Felix25/03/202511:41:30
rust_reboot/main/indirect_instancing (#117542)

Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.

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Felix24/03/202516:54:25
rust_reboot/main/indirect_instancing (#117458)

Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing

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Felix20/03/202512:28:54
rust_reboot/main/indirect_instancing (#117141)

Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw

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Felix20/03/202510:18:50
rust_reboot/main/indirect_instancing (#117120)

Merge from main

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Felix17/02/202512:55:48
rust_reboot/main/indirect_instancing (#113644)

Merge from /main

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Felix29/01/202515:56:30
rust_reboot/main/indirect_instancing (#111972)

Merge from /main

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Felix29/01/202515:54:35
rust_reboot/main/indirect_instancing (#111970)

Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase

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Felix23/01/202513:51:02
rust_reboot/main/indirect_instancing (#111429)

Cherry-pick marking DamageTracker `public`

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Felix23/01/202513:18:55
rust_reboot/main/indirect_instancing (#111423)

Mark DamageTracker `public` (again 🙄)

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Felix23/01/202513:14:22
rust_reboot/main/indirect_instancing (#111421)

Mark DamageTracker `public`

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Felix23/01/202512:05:17
rust_reboot/main/indirect_instancing (#111417)

(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.

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Felix23/01/202512:05:04
rust_reboot/main/indirect_instancing (#111416)

(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.

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Felix23/01/202511:46:24
rust_reboot/main/indirect_instancing (#111410)

(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw

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Felix23/01/202511:46:18
rust_reboot/main/indirect_instancing (#111409)

(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw

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Felix20/01/202513:29:30
rust_reboot/main/indirect_instancing (#111072)

Use FastDebugDraw to draw debugging information of IndirectInstancing

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Felix20/01/202513:27:34
rust_reboot/main/indirect_instancing (#111071)

Merge from /fast_debug_draw

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Felix20/01/202513:26:34
rust_reboot/main/indirect_instancing (#111070)

Merge from /main

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Felix20/01/202513:18:58
rust_reboot/main/indirect_instancing (#111068)

Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block

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Felix20/01/202513:17:43
rust_reboot/main/indirect_instancing (#111067)

Restructure handling of debug code in IndirectInstancingCamera

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Felix20/01/202513:11:02
rust_reboot/main/indirect_instancing (#111066)

Indirect Instancing: Initial support for material propery blocks (only _Color so far)

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Rust Utility Hub - Commits - main/indirect_instancing