userFelixcancel

622 Commits over 488 Days - 0.05cph!

3 Months Ago
Allow indirect_instancing.debug to be toggled at runtime
3 Months Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
3 Months Ago
Check for valid material before submitting a draw call
3 Months Ago
▌ ▊▄▇▌▊ ▉▇▅▉▆▍▍▉ ▊▋▍█▍▅▊▄▊▌ ▍█▉▆▊
3 Months Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
3 Months Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
3 Months Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
3 Months Ago
Check textures for null in ApplyMipLevels()
3 Months Ago
Check textures for null in ApplyMipLevels()
3 Months Ago
Merge Indirect Instancing Fixes
3 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
3 Months Ago
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
3 Months Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
3 Months Ago
Remove leftover debug message from ElectricWindmill
3 Months Ago
Remove leftover debug message from ElectricWindmill
3 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
3 Months Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
3 Months Ago
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
3 Months Ago
CodeGen
3 Months Ago
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
3 Months Ago
Rebase on /main
3 Months Ago
Fixed initial door states after load by finalising the transform on StopMotion()
3 Months Ago
Fix server build
3 Months Ago
Remove IBatchingToggle from InstancedLODComponent
3 Months Ago
Fix electric windmill animation
3 Months Ago
Fix wind turbine animation by assuming perpetual motion when there is an active animator.
3 Months Ago
Don't use `cachedTransform` for instancing. Fixes misplaced condional models, wind turbine nacelles and probably many other "slightly offset" bugs.
3 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.
3 Months Ago
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
3 Months Ago
Rebase on /main
4 Months Ago
Disable terrain culling by default
4 Months Ago
4 Months Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
4 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
4 Months Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
4 Months Ago
Fix floating point overlow in mip level calculation
4 Months Ago
More debugging ConVars
4 Months Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
4 Months Ago
Experimental frame synchronisation ConVars
4 Months Ago
Fix monster mesh rendering issue
4 Months Ago
Re-apply CodeGen
4 Months Ago
Reset some CodeGen to their state on /main
4 Months Ago
CodeGen
4 Months Ago
Rebase on /main
4 Months Ago
Rebase on /main
4 Months Ago
- Create buffers with correct flags according to `buffer_upload_mode` - Set default buffer upload mode to be "indirect" (1) - Disallow changing `buffer_upload_mode` during gameplay
4 Months Ago
un-gate indirect instancing for testing purposes
4 Months Ago
Fix build by scrapping the function pointer idea.
4 Months Ago
Fix typo
4 Months Ago
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before