userFelixcancel

241 Commits over 212 Days - 0.05cph!

Today
merge from main
Today
merge from main
Today
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
Today
Added some debug ConVars
7 Days Ago
Fixed various causes that could render meshes twice
9 Days Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
9 Days Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
9 Days Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
11 Days Ago
Re-enable texture streaming jobs
11 Days Ago
* 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
11 Days Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
11 Days Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
11 Days Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
11 Days Ago
Make `ddraw.clear` work with Instanced DDraw
11 Days Ago
merge from main
13 Days Ago
Improve handling of null meshes in RustRenderer auto conversion
13 Days Ago
Grow block allocations exponentially because linearily wastes more buffer space.
13 Days Ago
Implement ArrayEx.RemoveAt* utility functions
14 Days Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
14 Days Ago
- 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
15 Days Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
16 Days Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
16 Days Ago
Do not update indirect instancing system when scene is loading
16 Days Ago
Do not update indirect instancing system when scene is loading
16 Days Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
16 Days Ago
merge from main
16 Days Ago
merge from main
17 Days Ago
merge from main
18 Days Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
18 Days Ago
Regenerate console system
18 Days Ago
cherry-pick platform fixes
18 Days Ago
cherry-pick platform fixes
18 Days Ago
merge from main
18 Days Ago
merge from main
28 Days Ago
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28 Days Ago
Server: Fix error message about missing `InstancedDebugDraw` script
30 Days Ago
Merge from /main
30 Days Ago
Fix: Add "vine" to texture streaming exclude patterns.
31 Days Ago
Fix texture streaming exclude pattern for keypad lock shock effect
31 Days Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
31 Days Ago
Add ConVar `memory_budget_factor`. Giving players with little VRAM a way to mitigate blurry textures at the cost of performance by allowing texture memory to spill over into system memory.
31 Days Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
31 Days Ago
Fix textures that should be streamable but aren't based on heuristic; saving about 1.8 GB of texture memory; should mostly mitigate blurry texture issues on 4 GB cards.
35 Days Ago
Restrict texture streaming debug ConVars to development builds only.
35 Days Ago
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
36 Days Ago
Merge from /main
56 Days Ago
Merge from /main
56 Days Ago
Merge from /main
56 Days Ago
Hotfix: Clamp texture streaming budget to at least 4096 MB
59 Days Ago
Add terrain occlusion culling to the instanced renderer (WIP)