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593 Commits over 426 Days - 0.06cph!

30 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]
30 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]
30 Days Ago
merge indirect_instancing fixes
30 Days Ago
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31 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
31 Days Ago
Actually apply and respect render layers when instancing
32 Days Ago
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32 Days Ago
Fix NRE when Indirect Instancing is disabled
32 Days Ago
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32 Days Ago
Fix Indirect Instancing accidentally being enabled by default
32 Days Ago
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32 Days Ago
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32 Days Ago
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32 Days Ago
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32 Days Ago
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32 Days Ago
▅▋▆▋▉▇ ▅▆ /█▅▌▇
33 Days Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
33 Days Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
33 Days Ago
Fix workshop skins not loading when Indirect Instancing is enabled
34 Days Ago
Naval + Indirect Instancing smoke test
35 Days Ago
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35 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
35 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
37 Days Ago
Check for valid material before submitting a draw call
37 Days Ago
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37 Days Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
38 Days Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
38 Days Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
38 Days Ago
Check textures for null in ApplyMipLevels()
38 Days Ago
Check textures for null in ApplyMipLevels()
38 Days Ago
Merge Indirect Instancing Fixes
38 Days 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
39 Days Ago
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
39 Days Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
40 Days Ago
Remove leftover debug message from ElectricWindmill
40 Days Ago
Remove leftover debug message from ElectricWindmill
40 Days Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
40 Days Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
41 Days Ago
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
41 Days Ago
CodeGen
41 Days Ago
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
41 Days Ago
Rebase on /main
44 Days Ago
Fixed initial door states after load by finalising the transform on StopMotion()
44 Days Ago
Fix server build
44 Days Ago
Remove IBatchingToggle from InstancedLODComponent
44 Days Ago
Fix electric windmill animation
44 Days Ago
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
44 Days Ago
Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
46 Days 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.
46 Days Ago
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing