userDayaancancel

173 Commits over 242 Days - 0.03cph!

57 Days Ago
Handle when camera is in cells that are still processing
57 Days Ago
Use coarse heightmap for better height placements, replace cell invalidation step with more robust coordinate tracking, and prune no longer needed graphics buffer flags
2 Months Ago
Merge from main
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Remove unneeded buffer flag
2 Months Ago
Fix alignment issues with indirect args on different devices
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Correct invalidation offset calculation error
2 Months Ago
Fix spawn issues by stopping invalidation while still computing cells
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Clear placement list on destroy
2 Months Ago
Handle when no foliage placements are created
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Add check for AsyncGPUReadback support
2 Months Ago
Merge from main
2 Months Ago
Fix on destroy issue with foliage grid
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Remove unused variables
2 Months Ago
Also fix invalidate cell blocks step for negative coords
2 Months Ago
Fix compute cell block issues when using negative coords
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Fix burst compile error, change position xz to floats to fix issues on larger maps
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Fix compile issue, correct instanceID for vulkan
2 Months Ago
Merge from main
2 Months Ago
Put debug code behind conditionals, disable primitive rendering option, instancing now on by default, dispose all buffers on destroy, move buffers init to after all placements have been added to list, revert sections to main where possible, remove opt vertex macros and noise gen compute.
2 Months Ago
Merge from main
2 Months Ago
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
2 Months Ago
Add vertex color to binned vertex data; fixing wind and displacement parameters
2 Months Ago
Track compute blocks instead of cells in wrapping grid update; fixes case where invalid cells were not being updated when moving in certain patterns, fix WrapIndex function for all cases
3 Months Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
3 Months Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
3 Months Ago
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
3 Months Ago
Track total possible instance count and recreate buffer if required
3 Months Ago
Merge from main
3 Months Ago
Change detail metallic map to better match the blend2x mode paradigm
3 Months Ago
Merge from main
3 Months Ago
Handle AsyncGPUReadback data in a job, remove unused grid class
3 Months Ago
More clean up, primitive rendering improvements using the vertex buffer instead of a structured buffer, fix issue incorrectly limiting wrapping grid, error when placement counts don't match, integrate with Jungle biome, compare triangle counts when binning meshes to avoid false positives, better toggling between instancing for performance comparisons.
3 Months Ago
Fix corrupted file
3 Months Ago
Primitive indexed indirect render implementation for single material
3 Months Ago
Add y-axis fade controls to foliage billboard shader
3 Months Ago
Fix foliage shader merge issue. Adjust placement count.
3 Months Ago
Merge from main
3 Months Ago
Big code clean up and mark up. GPU readback to job wip.
3 Months Ago
Merge from main
3 Months Ago
Better switching between instancing on/off, and more clean up
3 Months Ago
Merge from main
3 Months Ago
Clean up no longer used instancing code, add grass instancing convar to enable instancing, fix incorrect placement IDs, add small bias to cell box/plane check to avoid false/edge case negatives
3 Months Ago
Improve foliage cell culling with heights, allowing proper camera plane culling using AABB bounds check. Now using a fixed bounds around camera based on grass distance where cells will be culled and bounds shrinked for the compute pass.