userFelixcancel

680 Commits over 547 Days - 0.05cph!

4 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
4 Months Ago
Convert seq_num uint → int
4 Months Ago
rebase on main
4 Months Ago
Enable Indirect Instancing by default
4 Months Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
4 Months Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
4 Months Ago
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
4 Months Ago
rebase on main
4 Months Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
4 Months Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
4 Months Ago
Remove wrong assertion
4 Months Ago
Remove wrong assertion
4 Months Ago
merge from indirect_instancing (for real this time)
4 Months Ago
merge from indirect_instancing
4 Months Ago
* Moved fallback bounds transformation to a job * Removed old fallback culling code
4 Months Ago
Cleanup: Remove old MotionList code
4 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.
4 Months Ago
Fix 2 NREs with Indirect Instancing enabled
4 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)
4 Months Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
4 Months Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
4 Months Ago
Perform application of the motion list transforms in a job for better performance
4 Months Ago
Merge from indirect_instancing (also force-disables it for non developers)
4 Months Ago
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
4 Months Ago
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
4 Months Ago
Merge from main (to pull in mac_foliage_tearing_fix)
4 Months Ago
Rebase on /main
4 Months Ago
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
4 Months Ago
Rebase on /main
4 Months Ago
add some more debug info to TransformMemory
4 Months Ago
Improve performance of instances in motion by about 3x by mirroring all swap and copy operations of instance memory into a separate structure, and using that to apply new transforms of instances in motion.
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards)
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
4 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
4 Months Ago
merge indirect_instancing fixes
4 Months Ago
▇ ▊▍▆█▉▅ ▋▌ ▍▄▉▅▍
4 Months Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
4 Months Ago
Actually apply and respect render layers when instancing
4 Months Ago
▅ ▋▉█▄▋▇ █▌▄ ▉▅▆ ▌▅▊▌ ▍▇▊▆▆███ ▉▋▇▄▋▇▉█▊▊ ▊▅ ▍▋▄▊▆██▄
4 Months Ago
Fix NRE when Indirect Instancing is disabled
4 Months Ago
▋ █▍▉ ▍▍▇█▉█▇▅ ▌█▉█▆▋▌▊▌▌ ▇▅▋▄▇▅▄▆▋▋▆▆ ▇▌▆▋▊ ▌▌▆▅▇▉▋ ▋▅ ▅▆▌█▌▇▌
4 Months Ago
Fix Indirect Instancing accidentally being enabled by default
4 Months Ago
▇ ▌▍█▉█ ▄▌▆▉▊ ▉▆▄█ ▉▆▅▊▄▅▇▅▅▉▇▇▉▅▉▌█▍▅ ▇▄▊█▆█ ▌▆▉▉ ▌▌▅
4 Months Ago
▊ ▇█▇▆▄ ▌▇▊▋ ▍▊▌█▍█▅▄▉▄█▄▆▇▄▅▄█▋
4 Months Ago
▌ ▍▍▅▉▍ ▄▌▋ ▅▍▍▉▊█ ▄▋▋▅▆