userFelixcancel

622 Commits over 488 Days - 0.05cph!

8 Days Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
9 Days Ago
CodeGen
9 Days Ago
merge from indirect_instancing
9 Days Ago
Mark Indirect Instancing as DeveloperOnly
9 Days Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
10 Days Ago
rebase on main
11 Days Ago
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
15 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
15 Days Ago
merge from indirect_instancing
15 Days Ago
rebase on /main
28 Days Ago
Advanced on-screen profiling using FrameTimingManager (WIP)
28 Days Ago
Improve Update() performance by caching is_in_motion state for every entity.
28 Days Ago
Improve Update() performance by caching is_in_motion state for every entity.
29 Days Ago
merge from indirect_instancing
29 Days Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
30 Days Ago
merge from indirect_instancing
30 Days Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
31 Days Ago
merge from indirect_instancing
31 Days Ago
rebase on main
31 Days Ago
Properly cull underground objects when Indirect Instancing is enabled
31 Days Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
37 Days Ago
merge from indirect_instancing
37 Days Ago
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
37 Days Ago
Fix command count mismatch error spam due to destroyed materials.
37 Days Ago
merge from indirect_instancing (exception fix)
37 Days Ago
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
37 Days Ago
merge from indirect_instancing
37 Days Ago
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
39 Days Ago
rebase on main
56 Days Ago
merge from indirect_instancing
56 Days Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
56 Days Ago
rebase on main
56 Days Ago
* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised
56 Days Ago
Remove unused field
57 Days Ago
Fix server build
57 Days Ago
rebase on main
57 Days Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
57 Days Ago
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
57 Days Ago
Use negative handles for fallback memory
57 Days Ago
Remove InstanceHandle and use a simple integer instead
57 Days Ago
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
59 Days Ago
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
60 Days Ago
* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching
2 Months Ago
Convert seq_num uint → int
2 Months Ago
rebase on main
2 Months Ago
Enable Indirect Instancing by default
2 Months Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
2 Months Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
2 Months Ago
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
2 Months Ago
rebase on main