userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

384 Commits over 427 Days - 0.04cph!

2 Months Ago
Rebase on /main
2 Months 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.
2 Months Ago
Rebase on /main
2 Months Ago
add some more debug info to TransformMemory
2 Months 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.
2 Months 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]
2 Months 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]
2 Months 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]
2 Months 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]
2 Months 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]
2 Months 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]
2 Months 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]
2 Months Ago
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2 Months Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
2 Months Ago
Actually apply and respect render layers when instancing
2 Months Ago
Fix NRE when Indirect Instancing is disabled
2 Months Ago
Fix Indirect Instancing accidentally being enabled by default
2 Months Ago
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2 Months Ago
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2 Months Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
2 Months Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
2 Months Ago
Fix workshop skins not loading when Indirect Instancing is enabled
2 Months Ago
Allow indirect_instancing.debug to be toggled at runtime
2 Months Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
2 Months Ago
Check for valid material before submitting a draw call
2 Months Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
3 Months Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
3 Months Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
3 Months Ago
Check textures for null in ApplyMipLevels()
3 Months Ago
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
3 Months Ago
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
3 Months Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
3 Months Ago
Remove leftover debug message from ElectricWindmill
3 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
3 Months Ago
CodeGen
3 Months Ago
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
3 Months Ago
Rebase on /main
3 Months Ago
Fixed initial door states after load by finalising the transform on StopMotion()
3 Months Ago
Fix server build
3 Months Ago
Remove IBatchingToggle from InstancedLODComponent
3 Months Ago
Fix electric windmill animation
3 Months Ago
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
3 Months Ago
Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
3 Months Ago
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
3 Months Ago
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
3 Months Ago
Rebase on /main
3 Months Ago
Disable terrain culling by default
3 Months Ago
3 Months Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
3 Months Ago
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512