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552 Commits over 426 Days - 0.05cph!

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