549 Commits over 396 Days - 0.06cph!
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)
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]
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]
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]
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]
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]
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]
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]
merge indirect_instancing fixes
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
Actually apply and respect render layers when instancing
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Fix NRE when Indirect Instancing is disabled
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Fix Indirect Instancing accidentally being enabled by default
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Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
* Fix lights at monuments always visually on
* Fix levers not animating properly
Fix workshop skins not loading when Indirect Instancing is enabled
Naval + Indirect Instancing smoke test
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Allow indirect_instancing.debug to be toggled at runtime
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
Check for valid material before submitting a draw call
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Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
Check textures for null in ApplyMipLevels()
Check textures for null in ApplyMipLevels()
Merge Indirect Instancing Fixes
* 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
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
Remove leftover debug message from ElectricWindmill
Remove leftover debug message from ElectricWindmill
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Fixed initial door states after load by finalising the transform on StopMotion()