userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

355 Commits over 365 Days - 0.04cph!

Yesterday
Convert seq_num uint → int
Yesterday
rebase on main
3 Days Ago
Enable Indirect Instancing by default
3 Days Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
3 Days Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
4 Days Ago
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
4 Days Ago
rebase on main
4 Days Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
6 Days Ago
Remove wrong assertion
9 Days Ago
merge from indirect_instancing
9 Days Ago
* Moved fallback bounds transformation to a job * Removed old fallback culling code
9 Days Ago
Cleanup: Remove old MotionList code
9 Days Ago
* Fixed objects in fallback renderer not updating correctly when in motion. * Added profiler markers for draw call submission of instanced and fallback renderers. * Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.
10 Days Ago
Fix 2 NREs with Indirect Instancing enabled
10 Days Ago
* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global * Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers) * Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)
11 Days Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
11 Days Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
11 Days Ago
Perform application of the motion list transforms in a job for better performance
11 Days Ago
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
11 Days Ago
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
11 Days Ago
Merge from main (to pull in mac_foliage_tearing_fix)
11 Days Ago
Rebase on /main
11 Days Ago
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
12 Days Ago
Rebase on /main
12 Days Ago
add some more debug info to TransformMemory
13 Days Ago
Improve performance of instances in motion by about 3x by mirroring all swap and copy operations of instance memory into a separate structure, and using that to apply new transforms of instances in motion.
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
16 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
16 Days Ago
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17 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
17 Days Ago
Actually apply and respect render layers when instancing
18 Days Ago
Fix NRE when Indirect Instancing is disabled
18 Days Ago
Fix Indirect Instancing accidentally being enabled by default
18 Days Ago
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18 Days Ago
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19 Days Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
19 Days Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
19 Days Ago
Fix workshop skins not loading when Indirect Instancing is enabled
21 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
21 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
23 Days Ago
Check for valid material before submitting a draw call
23 Days Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
24 Days Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
24 Days Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
24 Days Ago
Check textures for null in ApplyMipLevels()