userFelixcancel

593 Commits over 426 Days - 0.06cph!

12 Days Ago
merge from indirect_instancing
12 Days Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
12 Days Ago
rebase on main
12 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
12 Days Ago
Remove unused field
13 Days Ago
Fix server build
13 Days Ago
rebase on main
13 Days Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
13 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
13 Days Ago
Use negative handles for fallback memory
13 Days Ago
Remove InstanceHandle and use a simple integer instead
13 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
15 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.
15 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
19 Days Ago
Convert seq_num uint → int
19 Days Ago
rebase on main
20 Days Ago
Enable Indirect Instancing by default
20 Days Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
20 Days Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
21 Days Ago
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
21 Days Ago
rebase on main
22 Days Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
22 Days Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
23 Days Ago
Remove wrong assertion
23 Days Ago
Remove wrong assertion
26 Days Ago
merge from indirect_instancing (for real this time)
26 Days Ago
merge from indirect_instancing
26 Days Ago
* Moved fallback bounds transformation to a job * Removed old fallback culling code
26 Days Ago
Cleanup: Remove old MotionList code
26 Days Ago
* Fixed objects in fallback renderer not updating correctly when in motion. * Added profiler markers for draw call submission of instanced and fallback renderers. * Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.
27 Days Ago
Fix 2 NREs with Indirect Instancing enabled
27 Days Ago
* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global * Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers) * Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)
28 Days Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
28 Days Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
28 Days Ago
Perform application of the motion list transforms in a job for better performance
28 Days Ago
Merge from indirect_instancing (also force-disables it for non developers)
28 Days Ago
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
28 Days Ago
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
28 Days Ago
Merge from main (to pull in mac_foliage_tearing_fix)
28 Days Ago
Rebase on /main
28 Days Ago
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
29 Days Ago
Rebase on /main
29 Days Ago
add some more debug info to TransformMemory
30 Days Ago
Improve performance of instances in motion by about 3x by mirroring all swap and copy operations of instance memory into a separate structure, and using that to apply new transforms of instances in motion.
33 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards)
33 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
33 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
33 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
33 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
33 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]