userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

259 Commits over 304 Days - 0.04cph!

2 Days Ago
Merge bitmapped_damage_tracking → indirect_instancing
5 Days Ago
Clean up some failed experiments
6 Days Ago
Fix nothing rendering for real this time.
7 Days Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
7 Days Ago
Fix NRE in Indirect Instancing debug overlay
7 Days Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
9 Days Ago
Rebase on /main (save 271)
9 Days Ago
Regenerate ConVars and force bounds to be always huge (experiment)
10 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
11 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
11 Days Ago
Add more debug output to the indirect_instancing.debug overlay
12 Days Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
12 Days Ago
Only allow StartMotion() when IsDynamic is set
16 Days Ago
Rebase on /main
16 Days Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
17 Days Ago
Rebase on /main
23 Days Ago
Rebase on /main
24 Days Ago
Regenerate ConsoleSystem.cs
24 Days Ago
Rebase on /main
30 Days Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
31 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
32 Days Ago
Fixed node visuals not chaning while harvesting them
33 Days Ago
Rebase on /main 🤞🏻
39 Days Ago
Rebase on /main
39 Days Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
40 Days Ago
Force disable HLOD while Indirect Instancing is enabled
40 Days Ago
Rebase on /main
40 Days Ago
Remove unused compute shader from indirect instancing
40 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
40 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
40 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
40 Days Ago
Rebase on /main
40 Days Ago
Rebase on /main
41 Days Ago
Set correct mip map bias when using indirect instancing
41 Days Ago
Make sure indirect instancing ConVars are disabled by default and saved
41 Days Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
41 Days Ago
Rebase on /main
41 Days Ago
Remove RustRenderer (for now)
46 Days Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
46 Days Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
46 Days Ago
Move `autoconnect` variable to `client.autoconnect`.
46 Days Ago
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46 Days Ago
Rebase on /main
46 Days Ago
Rebase on /main
46 Days Ago
Remove dead code and other cleanups from the code review
47 Days Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
47 Days Ago
Remove old unused LOD fading variant
47 Days Ago
Clean up instancing shader code and remove old instancing code
47 Days Ago
Rebase on /main
47 Days Ago
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