userandrecancel

12,546 Commits over 3,806 Days - 0.14cph!

8 Years Ago
MeshData utilizes memory pool
8 Years Ago
Fixed some doors being invisible when moving for the first time after joining a server
8 Years Ago
Silently skip normals / tangents / colors if a mesh in a batch does not have them GC optimizations
8 Years Ago
Fixed rare mesh flickering when switching LODs while batched
8 Years Ago
Log warning when normals / tangents of mesh are not matching
8 Years Ago
CodeGen
8 Years Ago
Profiler samples
8 Years Ago
Compile fix
8 Years Ago
Fixed batching issue with entities that are both pooled and skinned
8 Years Ago
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
8 Years Ago
Server NRE fix
8 Years Ago
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8 Years Ago
Recalculated Jack O Lantern entity bounds (RUST-1571)
8 Years Ago
LOD fix
8 Years Ago
8 Years Ago
8 Years Ago
Batching cleanup and fixes
8 Years Ago
Vis double checks collider enabled state
8 Years Ago
Compile fix
8 Years Ago
Added convars to toggle "immediate invalidate" feature on batching systems
8 Years Ago
Fixed race condition in mesh batch threading
8 Years Ago
Convars to toggle batching threading
8 Years Ago
CodeGen (client compile fix)
8 Years Ago
Fixed issues with batched LODs getting randomly stuck
8 Years Ago
Fixed collider batching issue
8 Years Ago
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8 Years Ago
Merge from main
8 Years Ago
Cherry picked batching optimizations from foliage_system branch
8 Years Ago
Fixed collider lookup table on batched colliders
8 Years Ago
CraggyIsland foliage test
8 Years Ago
Test foliage assets
8 Years Ago
Moved displacement sampling to common foliage shader include Added temporary displacement to foliage shader
8 Years Ago
Overgrowth material uses foliage shader
8 Years Ago
Mesh batching includes vertex color data
8 Years Ago
Tweaks and fixes
8 Years Ago
Cleanup and fixes
8 Years Ago
Merge from main
8 Years Ago
Fixed possible race condition in renderer / collider batch threading Optimized all batch refreshes Cleanup
8 Years Ago
Merge from main
8 Years Ago
Foliage system optimizations
8 Years Ago
More profiler samples
8 Years Ago
Profiler samples
8 Years Ago
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
8 Years Ago
Mesh batching threading / coroutine optimizations
8 Years Ago
Merge from main
8 Years Ago
Added mesh cache (GC free access to vertices, triangles, ...) Added mesh container (simplifies using pooled lists for mesh building) Retired mesh combine extension methods (use mesh container instead) Added threading to foliage, renderer and collider batching systems Eliminated frame rate hiccups from all mesh batching Reduced dynamic memory allocations from all mesh batching
8 Years Ago
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8 Years Ago
Progress
8 Years Ago
Merge from main
8 Years Ago
Explosives do all LOS checks before destroying any entities (RUST-1546)