userFelixcancel

680 Commits over 547 Days - 0.05cph!

7 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
7 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
7 Months Ago
Rebase on /main
7 Months 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.
7 Months 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.
7 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
7 Months Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
7 Months Ago
Restrict Indirect Instancing ConVars to debug builds only
7 Months Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
7 Months Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
7 Months Ago
Fixed node visuals not chaning while harvesting them
7 Months Ago
Rebase on /main 🤞🏻
7 Months Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
7 Months Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
7 Months Ago
Merge fixes from /indirect_instancing
7 Months Ago
Rebase on /main
7 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
7 Months Ago
Force disable HLOD while Indirect Instancing is enabled
7 Months Ago
Merge from /indirect_instancing
7 Months Ago
Rebase on /main
7 Months Ago
Remove unused compute shader from indirect instancing
7 Months Ago
Merge Indirect Instancing
7 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
7 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
7 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
7 Months Ago
Rebase on /main
7 Months Ago
Rebase on /main
7 Months Ago
Set correct mip map bias when using indirect instancing
7 Months Ago
Make sure indirect instancing ConVars are disabled by default and saved
7 Months Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
7 Months Ago
Rebase on /main
7 Months Ago
Remove RustRenderer (for now)
7 Months Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
7 Months Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
7 Months Ago
Move `autoconnect` variable to `client.autoconnect`.
7 Months Ago
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7 Months Ago
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Rebase on /main
7 Months Ago
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7 Months Ago
Rebase on /main
7 Months Ago
Merge shader changes for indirect instancing (which should also fix the issues introduced by material changes)
7 Months Ago
Fix shader issues properly by adding _SecondaryDetail_Color to the instanced properties.
7 Months Ago
Cherry-pick reverting old shader changes to instancing
7 Months Ago
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7 Months Ago
Rebase on /main
7 Months Ago
Remove dead code and other cleanups from the code review
7 Months Ago
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8 Months Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)