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838 Commits over 700 Days - 0.05cph!

1 Year Ago
Restore constant that I removed because I was an idiot.
1 Year Ago
Merge from /indirect_instancing_fixes
1 Year Ago
Rebase on /main
1 Year Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
1 Year Ago
Fix Radtown sign by manually disabling mipmap streaming.
1 Year Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
1 Year Ago
Add preliminary support for layers to indirect instancing
1 Year Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
1 Year Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
1 Year Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
1 Year Ago
Rebase on /main
1 Year Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
1 Year Ago
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.
1 Year Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
1 Year Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
1 Year Ago
Restrict Indirect Instancing ConVars to debug builds only
1 Year Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
1 Year Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
1 Year Ago
Fixed node visuals not chaning while harvesting them
1 Year Ago
Rebase on /main 🤞🏻
1 Year Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
1 Year Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
1 Year Ago
Merge fixes from /indirect_instancing
1 Year Ago
Rebase on /main
1 Year Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
1 Year Ago
Force disable HLOD while Indirect Instancing is enabled
1 Year Ago
Merge from /indirect_instancing
1 Year Ago
Rebase on /main
1 Year Ago
Remove unused compute shader from indirect instancing
1 Year Ago
Merge Indirect Instancing
1 Year Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
1 Year Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
1 Year Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
1 Year Ago
Rebase on /main
1 Year Ago
Rebase on /main
1 Year Ago
Set correct mip map bias when using indirect instancing
1 Year Ago
Make sure indirect instancing ConVars are disabled by default and saved
1 Year Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
1 Year Ago
Rebase on /main
1 Year Ago
Remove RustRenderer (for now)
1 Year Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
1 Year Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
1 Year Ago
Move `autoconnect` variable to `client.autoconnect`.
1 Year Ago
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Rebase on /main
1 Year Ago
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1 Year Ago
Rebase on /main