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561 Commits over 426 Days - 0.05cph!

42 Minutes Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
2 Hours Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
3 Hours Ago
Perform application of the motion list transforms in a job for better performance
5 Hours Ago
Merge from indirect_instancing (also force-disables it for non developers)
5 Hours Ago
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Today
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Today
Merge from main (to pull in mac_foliage_tearing_fix)
Today
Rebase on /main
Today
* 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.
Yesterday
Rebase on /main
Yesterday
add some more debug info to TransformMemory
Yesterday
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.
5 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)
5 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]
5 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]
5 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]
5 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]
5 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]
5 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]
5 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]
5 Days Ago
merge indirect_instancing fixes
5 Days Ago
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6 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
6 Days Ago
Actually apply and respect render layers when instancing
7 Days Ago
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7 Days Ago
Fix NRE when Indirect Instancing is disabled
7 Days Ago
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7 Days Ago
Fix Indirect Instancing accidentally being enabled by default
7 Days Ago
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7 Days Ago
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8 Days Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
8 Days Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
8 Days Ago
Fix workshop skins not loading when Indirect Instancing is enabled
9 Days Ago
Naval + Indirect Instancing smoke test
10 Days Ago
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10 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
10 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
12 Days Ago
Check for valid material before submitting a draw call
12 Days Ago
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12 Days Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
13 Days Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
13 Days Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
14 Days Ago
Check textures for null in ApplyMipLevels()
14 Days Ago
Check textures for null in ApplyMipLevels()
14 Days Ago
Merge Indirect Instancing Fixes
14 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