userFelixcancel

911 Commits over 730 Days - 0.05cph!

1 Year Ago
Fixed shader errors about missing implementations of vertInstancingSetup
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Fix construction guide not appearing
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
1 Year Ago
Added some debug ConVars
1 Year Ago
Fixed various causes that could render meshes twice
1 Year Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
1 Year Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
1 Year Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
1 Year Ago
Re-enable texture streaming jobs
1 Year 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
1 Year Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
1 Year Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
1 Year Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
1 Year Ago
Make `ddraw.clear` work with Instanced DDraw
1 Year Ago
merge from main
1 Year Ago
Improve handling of null meshes in RustRenderer auto conversion
1 Year Ago
Grow block allocations exponentially because linearily wastes more buffer space.
1 Year Ago
Implement ArrayEx.RemoveAt* utility functions
1 Year Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
1 Year 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
1 Year Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
1 Year Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
1 Year Ago
Regenerate console system
1 Year Ago
cherry-pick platform fixes
1 Year Ago
cherry-pick platform fixes
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Server: Fix error message about missing `InstancedDebugDraw` script
1 Year Ago
Merge from /main
1 Year Ago
Fix: Add "vine" to texture streaming exclude patterns.
1 Year Ago
Fix texture streaming exclude pattern for keypad lock shock effect
1 Year Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
1 Year 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.
1 Year Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
1 Year 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.
1 Year Ago
Restrict texture streaming debug ConVars to development builds only.
1 Year Ago
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)