userDiogo Teixeiracancel
branchrust_reboot/maincancel

2,130 Commits over 2,161 Days - 0.04cph!

5 Years Ago
Properly disposing some RTs
5 Years Ago
Terrain base pyramid only allocated when shaderlod=100
5 Years Ago
Disabled morph cache debug log
5 Years Ago
Audio clip compression; testing memory/cpu tradeoff
5 Years Ago
Water bandwidth opts (testing)
5 Years Ago
Fixed underwater effects missing while playing in editor
5 Years Ago
Merge from hair-morph-opts (-memory footprint+player rebuild perf)
5 Years Ago
Restricted occlusion culling to d3d11 only (faulty on some Mac/Linux drivers)
5 Years Ago
Oilrig_1 scene2prefab (fix attempt)
5 Years Ago
Cherry picked 34141
5 Years Ago
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5 Years Ago
NPC vis fallback immediate set; forced always visible + tiny opt Player vis fallback immediate set w/o visThink
5 Years Ago
Tweaks and fixes to flares and lightGroupAtTime
5 Years Ago
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5 Years Ago
Fixed rust/flare not instanced; toggled it on a few rust/flare materials Fixed property block conflicts between lightGroupAtTime and simpleFlare
5 Years Ago
Fixed the flare situation (I'm a knob head)
5 Years Ago
Fixed reflection intensity when worlf refl = 0
5 Years Ago
tiny fix in LightEx
5 Years Ago
Modified Rust/Flare shader to work with LightGroupAtTime
5 Years Ago
Fixed water system rendering in prefab stage Fixed misc issues with water system in edit-mode
5 Years Ago
Fixed server compile
5 Years Ago
Moved water interaction command buffer to camera to avoid triggering unity's builtin renderer volume update calls
5 Years Ago
Fixed remaining issues with LightEx
5 Years Ago
Restored 33595 + LightLOD fix
5 Years Ago
Subtracted 33595 (bug: excessive shadow draw); proper fix coming next
5 Years Ago
Added reverse fresnel opacity option to additive particle shaders
5 Years Ago
Combined reverse fresnel opacity w/ vertex alpha in Particles/VertexLit Blended Custom
5 Years Ago
Added per-vertex reverse fresnel opacity option to Particles/VertexLit Blended Custom
5 Years Ago
Fall back to probex when world reflections = 0
5 Years Ago
Toggle LightEx along with light lodding/culling
5 Years Ago
Shader stripping lightmap and built-in fog permutations (not needed for now)
5 Years Ago
Fixed volumetricLightBeam-related errors when leaving craggy landing test scene
5 Years Ago
Optimized buoyancy cpu path; now 35% faster Protocol++
5 Years Ago
Fixed shadows not always highest quality in edit-mode
5 Years Ago
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5 Years Ago
Fixed some issues related to graphics.waves
5 Years Ago
Added client and admin-only graphics.waves console toggle to profile ocean wave performance
5 Years Ago
Second pass ocean client/gpu-side optimization
5 Years Ago
First pass ocean client/gpu-side optimization
5 Years Ago
Changed LightLOD to skip fading shadows via shadowStrength (currently remapped to area shadow size)
5 Years Ago
Added Distance Flare LOD component Modified FX/Additive billboard shader for smooth fade-in/out
5 Years Ago
Player cull/visibility fallback set to always visible for now
5 Years Ago
Fixed water dynamics client gpu path not disabled on q=0
5 Years Ago
More proper fix for river sink
5 Years Ago
Fixed boats sinking on rivers (derp); protocol++
5 Years Ago
Cleaned up buoyancy code a bit + added some comments
5 Years Ago
Proper fix for 33016
5 Years Ago
Fixed depth-related water artifacts on Metal
5 Years Ago
Fixed old ass hidden wm weapons bug from 2015
5 Years Ago
protocol++ (client/server wave changes)