userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

184 Commits over 212 Days - 0.04cph!

3 Days Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
6 Days Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
10 Days Ago
Added a crude profiler that works in release builds
11 Days Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
11 Days Ago
Split MotionList in separate file
11 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
12 Days Ago
fix build
12 Days Ago
Implement texture streaming support for the instanced fallback renderer
12 Days Ago
Remove CombineTrivialDistancesJob
12 Days Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
12 Days Ago
Prepare models and materials for instancing (once again)
13 Days Ago
merge from main
13 Days Ago
Revert other assets
13 Days Ago
Revert materials and models
13 Days Ago
merge from main
13 Days Ago
merge from main
13 Days Ago
merge from main
13 Days Ago
Revert asset changes
13 Days Ago
Implemented support for instances in motion and other fixes
18 Days Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
18 Days Ago
Made `count` property report the highest populated index instead of the allocated space.
19 Days Ago
WIP work to speed up culling (AVX fix)
23 Days Ago
Added toggles to turn culling stages on and off
24 Days Ago
Small cleanups left over from a failed experiment
24 Days Ago
Make all buffer memory blocks have a Swap() function
25 Days Ago
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
26 Days Ago
Enable GPU instancing and Read/Write on 5913 assets
26 Days Ago
merge from main
26 Days Ago
Removed RendererWrapper
26 Days Ago
Removed references to RendererWrapper
26 Days Ago
Revert materials and meshes for merge
26 Days Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
32 Days Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
33 Days Ago
Made shadows toggleable
33 Days Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
33 Days Ago
revert protocol version
34 Days Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
34 Days Ago
Re-enabled instancing for the Nature/Cliff shaders
37 Days Ago
native libraries
37 Days Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
37 Days Ago
Fix compilation error about RecordUnsupportedMaterial
37 Days Ago
fix native library issue
38 Days Ago
fix server build
38 Days Ago
Removed some leftover debug stuff
38 Days Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
41 Days Ago
Enable instancing on all supported materials
41 Days Ago
Enable Read/Write on all prefab meshes
41 Days Ago
Don't fail builds when file timestamps could not be set
41 Days Ago
Improve automated indirect instancing tools
41 Days Ago
Bring back compute changes