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638 Commits over 488 Days - 0.05cph!

9 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
9 Months Ago
- Disable LOD fading to be reintroduced when LOD switching is stable - Pass final Mesh instead of MeshFilter to instancing system to allow assets based on MeshLOD to work properly - Restructure RustRenderer for more robust automatic conversion - Fix invisible LODs by merging duplicate entries referring to the same Mesh
9 Months Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
10 Months Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
10 Months Ago
Do not update indirect instancing system when scene is loading
10 Months Ago
Do not update indirect instancing system when scene is loading
10 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
10 Months Ago
Regenerate console system
10 Months Ago
cherry-pick platform fixes
10 Months Ago
cherry-pick platform fixes
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Server: Fix error message about missing `InstancedDebugDraw` script
10 Months Ago
Merge from /main
10 Months Ago
Fix: Add "vine" to texture streaming exclude patterns.
10 Months Ago
Fix texture streaming exclude pattern for keypad lock shock effect
10 Months Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
10 Months Ago
Add ConVar `memory_budget_factor`. Giving players with little VRAM a way to mitigate blurry textures at the cost of performance by allowing texture memory to spill over into system memory.
10 Months Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
10 Months Ago
Fix textures that should be streamable but aren't based on heuristic; saving about 1.8 GB of texture memory; should mostly mitigate blurry texture issues on 4 GB cards.
10 Months Ago
Restrict texture streaming debug ConVars to development builds only.
10 Months Ago
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
10 Months Ago
Merge from /main
11 Months Ago
Merge from /main
11 Months Ago
Hotfix: Clamp texture streaming budget to at least 4096 MB
11 Months Ago
Add terrain occlusion culling to the instanced renderer (WIP)
11 Months Ago
Fix release build
11 Months Ago
Add frustum culling to the instanced calls
11 Months Ago
Cherry pick quality_level_squash
11 Months Ago
Add texture streaming support to indirect instanced rendering
11 Months Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
11 Months Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
11 Months Ago
Merge from quality_level_squash: Remove all quality levels but one
11 Months Ago
Remove all quality levels except one
11 Months Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
11 Months Ago
Merge from main
11 Months Ago
Merge from vram_budget: Revamp texture streaming system
11 Months Ago
Disable texture streaming for ground_plants
11 Months Ago
Finalised texture streaming changes, removed complicated switching logic, added ground_plants atlas to exclude list
11 Months Ago
Merge from main
11 Months Ago
Merge from fast_debug_draw: More fixes
11 Months Ago
Various fixes and assertions to prevent further issues. I think we're good now. (Famous last words)
11 Months Ago
Merge from fast_debug_draw: Fix memory leak in DamageTracker
11 Months Ago
Merge from main
11 Months Ago
Fixed memory leak in DamageTracker