444 Commits over 335 Days - 0.06cph!
Regenerate ConsoleSystem.cs
Regenerate ConsoleSystem.cs
Merge other fixes from /indirect_instancing
Merge build fix from /indirect_instancing_fixes
Restore constant that I removed because I was an idiot.
Merge from /indirect_instancing_fixes
Fix multiple issues with LOD bounds/distance calculations:
- Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort.
- Always use bounds (and center) of LOD0 for consensus between LOD states.
- Fix fallback renderer using transform position instead of bounds center for distance calculations.
Fix Radtown sign by manually disabling mipmap streaming.
Properly fix brightness flicker by using a GlobalKeyword instead of a string
Add preliminary support for layers to indirect instancing
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
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.
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.
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
Restrict Indirect Instancing ConVars to debug builds only
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
Fixed node visuals not chaning while harvesting them
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
Merge fixes from /indirect_instancing
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies.
- Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Force disable HLOD while Indirect Instancing is enabled
Merge from /indirect_instancing
Remove unused compute shader from indirect instancing
Merge Indirect Instancing
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
Revert instancing flags on materials that were using Standard+Wind to their original state.
Set correct mip map bias when using indirect instancing
Make sure indirect instancing ConVars are disabled by default and saved
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
Remove RustRenderer (for now)
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
Move `autoconnect` variable to `client.autoconnect`.
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