userFelixcancel

660 Commits over 516 Days - 0.05cph!

9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
Fix construction guide not appearing
9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
9 Months Ago
Added some debug ConVars
10 Months Ago
Fixed various causes that could render meshes twice
10 Months Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
10 Months Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
10 Months Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
10 Months Ago
Re-enable texture streaming jobs
10 Months Ago
* Restore damage tracking for command and instance buffers * Skip RemoveDestroyedMeshes() as it doesn't seem to be needed anymore and it was taking well over 3 ms
10 Months Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
10 Months Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
10 Months Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
10 Months Ago
Make `ddraw.clear` work with Instanced DDraw
10 Months Ago
merge from main
10 Months Ago
Improve handling of null meshes in RustRenderer auto conversion
10 Months Ago
Grow block allocations exponentially because linearily wastes more buffer space.
10 Months Ago
Implement ArrayEx.RemoveAt* utility functions
10 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
10 Months 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
10 Months Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
10 Months Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
10 Months Ago
Do not update indirect instancing system when scene is loading
10 Months Ago
Do not update indirect instancing system when scene is loading
10 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
10 Months Ago
Regenerate console system
10 Months Ago
cherry-pick platform fixes
10 Months Ago
cherry-pick platform fixes
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Server: Fix error message about missing `InstancedDebugDraw` script
10 Months Ago
Merge from /main
10 Months Ago
Fix: Add "vine" to texture streaming exclude patterns.
10 Months Ago
Fix texture streaming exclude pattern for keypad lock shock effect
10 Months Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
10 Months 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.
10 Months Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
10 Months 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.
11 Months Ago
Restrict texture streaming debug ConVars to development builds only.
11 Months Ago
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
11 Months Ago
Merge from /main