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274 Commits over 243 Days - 0.05cph!

35 Days Ago
Implement ArrayEx.RemoveAt* utility functions
35 Days Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
35 Days 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
36 Days Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
37 Days Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
37 Days Ago
Do not update indirect instancing system when scene is loading
37 Days Ago
Do not update indirect instancing system when scene is loading
37 Days Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
38 Days Ago
merge from main
38 Days Ago
merge from main
39 Days Ago
merge from main
39 Days Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
39 Days Ago
Regenerate console system
40 Days Ago
cherry-pick platform fixes
40 Days Ago
cherry-pick platform fixes
40 Days Ago
merge from main
40 Days Ago
merge from main
49 Days Ago
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49 Days Ago
Server: Fix error message about missing `InstancedDebugDraw` script
51 Days Ago
Merge from /main
51 Days Ago
Fix: Add "vine" to texture streaming exclude patterns.
52 Days Ago
Fix texture streaming exclude pattern for keypad lock shock effect
52 Days Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
52 Days 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.
52 Days Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
52 Days 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.
56 Days Ago
Restrict texture streaming debug ConVars to development builds only.
56 Days Ago
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
57 Days Ago
Merge from /main
3 Months Ago
Merge from /main
3 Months Ago
Merge from /main
3 Months Ago
Hotfix: Clamp texture streaming budget to at least 4096 MB
3 Months Ago
Add terrain occlusion culling to the instanced renderer (WIP)
3 Months Ago
Fix release build
3 Months Ago
Add frustum culling to the instanced calls
3 Months Ago
Cherry pick quality_level_squash
3 Months Ago
Add texture streaming support to indirect instanced rendering
3 Months Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
3 Months Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
3 Months Ago
Merge from quality_level_squash: Remove all quality levels but one
3 Months Ago
Merge from quality_level_squash
3 Months Ago
Remove all quality levels except one
3 Months Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
3 Months Ago
Merge from main
3 Months Ago
Merge from vram_budget: Revamp texture streaming system
3 Months Ago
Merge from vram_budget
3 Months Ago
Disable texture streaming for ground_plants
3 Months Ago
Finalised texture streaming changes, removed complicated switching logic, added ground_plants atlas to exclude list
3 Months Ago
Rebase to current main
3 Months Ago
Merge from main