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860 Commits over 730 Days - 0.05cph!

9 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.
9 Months Ago
merge from indirect_instancing
9 Months Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
9 Months Ago
merge from indirect_instancing
9 Months Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
9 Months Ago
merge from indirect_instancing
9 Months Ago
rebase on main
9 Months Ago
Properly cull underground objects when Indirect Instancing is enabled
9 Months Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
9 Months Ago
merge from indirect_instancing
9 Months Ago
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
9 Months Ago
Fix command count mismatch error spam due to destroyed materials.
9 Months Ago
merge from indirect_instancing (exception fix)
9 Months Ago
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
9 Months Ago
merge from indirect_instancing
9 Months Ago
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
9 Months Ago
rebase on main
10 Months Ago
merge from indirect_instancing
10 Months Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
10 Months Ago
rebase on main
10 Months Ago
* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised
10 Months Ago
Remove unused field
10 Months Ago
Fix server build
10 Months Ago
rebase on main
10 Months Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
10 Months Ago
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
10 Months Ago
Use negative handles for fallback memory
10 Months Ago
Remove InstanceHandle and use a simple integer instead
10 Months Ago
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
10 Months Ago
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
10 Months Ago
* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching
10 Months Ago
Convert seq_num uint → int
10 Months Ago
rebase on main
10 Months Ago
Enable Indirect Instancing by default
10 Months Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
10 Months Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
10 Months Ago
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
10 Months Ago
rebase on main
10 Months Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
10 Months Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
10 Months Ago
Remove wrong assertion
10 Months Ago
Remove wrong assertion
10 Months Ago
merge from indirect_instancing (for real this time)
10 Months Ago
merge from indirect_instancing
10 Months Ago
* Moved fallback bounds transformation to a job * Removed old fallback culling code
10 Months Ago
Cleanup: Remove old MotionList code
10 Months 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 Months Ago
Fix 2 NREs with Indirect Instancing enabled
10 Months 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)
10 Months Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.