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568 Commits over 426 Days - 0.06cph!

Today
merge from indirect_instancing (for real this time)
Today
merge from indirect_instancing
Yesterday
* Moved fallback bounds transformation to a job * Removed old fallback culling code
Yesterday
Cleanup: Remove old MotionList code
Yesterday
* Fixed objects in fallback renderer not updating correctly when in motion. * Added profiler markers for draw call submission of instanced and fallback renderers. * Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.
2 Days Ago
Fix 2 NREs with Indirect Instancing enabled
2 Days Ago
* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global * Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers) * Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)
3 Days Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
3 Days Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
3 Days Ago
Perform application of the motion list transforms in a job for better performance
3 Days Ago
Merge from indirect_instancing (also force-disables it for non developers)
3 Days Ago
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
3 Days Ago
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
3 Days Ago
Merge from main (to pull in mac_foliage_tearing_fix)
3 Days Ago
Rebase on /main
3 Days Ago
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
4 Days Ago
Rebase on /main
4 Days Ago
add some more debug info to TransformMemory
5 Days Ago
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.
8 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)
8 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]
8 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]
8 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]
8 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]
8 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]
8 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]
8 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]
8 Days Ago
merge indirect_instancing fixes
9 Days Ago
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9 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
9 Days Ago
Actually apply and respect render layers when instancing
10 Days Ago
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10 Days Ago
Fix NRE when Indirect Instancing is disabled
10 Days Ago
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10 Days Ago
Fix Indirect Instancing accidentally being enabled by default
10 Days Ago
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11 Days Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
11 Days Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
11 Days Ago
Fix workshop skins not loading when Indirect Instancing is enabled
12 Days Ago
Naval + Indirect Instancing smoke test
13 Days Ago
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13 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
13 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
15 Days Ago
Check for valid material before submitting a draw call
15 Days Ago
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