userFelixcancel
reporust_rebootcancel

638 Commits over 488 Days - 0.05cph!

6 Hours Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
Today
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
3 Days Ago
rebase on main
3 Days Ago
merge from indirect_instancing (build fix)
3 Days Ago
Fix client and server build 🎳
3 Days Ago
merge from indirect_instancing
3 Days Ago
rebase on main
3 Days Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
5 Days Ago
merge from indirect_instancing
5 Days Ago
rebase on main
5 Days Ago
CodeGen
5 Days Ago
Remove DeveloperOnly restriction from Indirect Instancing Convars
5 Days Ago
Add an assertion when trying to update visibility while jobs are running
5 Days Ago
Fix assertion triggered when another player uses a telephone
7 Days Ago
merge from shader_variant_cleanup
7 Days Ago
rebase on main
18 Days Ago
Made non-monster (mesh-draw) renderers toggleable for performance testing
19 Days Ago
CodeGen
19 Days Ago
merge from indirect_instancing
19 Days Ago
Mark Indirect Instancing as DeveloperOnly
19 Days Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
21 Days Ago
rebase on main
21 Days Ago
Fix occasional wrong position of objects which use Animator snapping upon spawn when Instancing is active
25 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
25 Days Ago
merge from indirect_instancing
25 Days Ago
rebase on /main
39 Days Ago
Advanced on-screen profiling using FrameTimingManager (WIP)
39 Days Ago
Improve Update() performance by caching is_in_motion state for every entity.
39 Days Ago
Improve Update() performance by caching is_in_motion state for every entity.
40 Days Ago
merge from indirect_instancing
40 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”.
41 Days Ago
merge from indirect_instancing
41 Days Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
42 Days Ago
merge from indirect_instancing
42 Days Ago
rebase on main
42 Days Ago
Properly cull underground objects when Indirect Instancing is enabled
42 Days Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
48 Days Ago
merge from indirect_instancing
48 Days Ago
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
48 Days Ago
Fix command count mismatch error spam due to destroyed materials.
48 Days Ago
merge from indirect_instancing (exception fix)
48 Days Ago
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
48 Days Ago
merge from indirect_instancing
48 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.
50 Days Ago
rebase on main
2 Months Ago
merge from indirect_instancing
2 Months Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
2 Months Ago
rebase on main
2 Months 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
2 Months Ago
Remove unused field