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838 Commits over 700 Days - 0.05cph!

10 Months Ago
Actually apply and respect render layers when instancing
10 Months Ago
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10 Months Ago
Fix NRE when Indirect Instancing is disabled
10 Months Ago
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10 Months Ago
Fix Indirect Instancing accidentally being enabled by default
10 Months Ago
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10 Months Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
10 Months Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
10 Months Ago
Fix workshop skins not loading when Indirect Instancing is enabled
10 Months Ago
Naval + Indirect Instancing smoke test
10 Months Ago
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10 Months Ago
Allow indirect_instancing.debug to be toggled at runtime
10 Months Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
10 Months Ago
Check for valid material before submitting a draw call
10 Months Ago
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10 Months Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
10 Months Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
10 Months Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
10 Months Ago
Check textures for null in ApplyMipLevels()
10 Months Ago
Check textures for null in ApplyMipLevels()
10 Months Ago
Merge Indirect Instancing Fixes
10 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
10 Months Ago
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
10 Months Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
10 Months Ago
Remove leftover debug message from ElectricWindmill
10 Months Ago
Remove leftover debug message from ElectricWindmill
10 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
10 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
10 Months Ago
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
10 Months Ago
CodeGen
10 Months Ago
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
10 Months Ago
Rebase on /main
10 Months Ago
Fixed initial door states after load by finalising the transform on StopMotion()
10 Months Ago
Fix server build
10 Months Ago
Remove IBatchingToggle from InstancedLODComponent
10 Months Ago
Fix electric windmill animation
10 Months Ago
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
10 Months Ago
Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
10 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.
10 Months Ago
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
10 Months Ago
Rebase on /main
11 Months Ago
Disable terrain culling by default
11 Months Ago
11 Months Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
11 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