userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

99 Commits over 151 Days - 0.03cph!

Today
Fix construction guide not appearing
Yesterday
merge from main
Yesterday
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
Yesterday
Added some debug ConVars
9 Days Ago
Fixed various causes that could render meshes twice
10 Days Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
10 Days Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
10 Days Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
12 Days Ago
Re-enable texture streaming jobs
12 Days Ago
* Restore damage tracking for command and instance buffers * Skip RemoveDestroyedMeshes() as it doesn't seem to be needed anymore and it was taking well over 3 ms
12 Days Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
12 Days Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
15 Days Ago
Improve handling of null meshes in RustRenderer auto conversion
15 Days Ago
Grow block allocations exponentially because linearily wastes more buffer space.
15 Days Ago
Implement ArrayEx.RemoveAt* utility functions
15 Days Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
15 Days Ago
- Disable LOD fading to be reintroduced when LOD switching is stable - Pass final Mesh instead of MeshFilter to instancing system to allow assets based on MeshLOD to work properly - Restructure RustRenderer for more robust automatic conversion - Fix invisible LODs by merging duplicate entries referring to the same Mesh
16 Days Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
17 Days Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
17 Days Ago
Do not update indirect instancing system when scene is loading
17 Days Ago
Do not update indirect instancing system when scene is loading
17 Days Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
17 Days Ago
merge from main
19 Days Ago
merge from main
19 Days Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
19 Days Ago
Regenerate console system
19 Days Ago
cherry-pick platform fixes
19 Days Ago
cherry-pick platform fixes
19 Days Ago
merge from main
57 Days Ago
Merge from /main
2 Months Ago
Add terrain occlusion culling to the instanced renderer (WIP)
2 Months Ago
Fix release build
2 Months Ago
Add frustum culling to the instanced calls
2 Months Ago
Cherry pick quality_level_squash
2 Months Ago
Add texture streaming support to indirect instanced rendering
2 Months Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
2 Months Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
2 Months Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
2 Months Ago
Merge from main
3 Months Ago
Merge from /main
4 Months Ago
Merge from /main
4 Months Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
4 Months Ago
Cherry-pick marking DamageTracker `public`
4 Months Ago
Mark DamageTracker `public` (again 🙄)
4 Months Ago
Mark DamageTracker `public`
4 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
4 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused. In a different directory this time, so Plastic may allow me to cherry-pick, please.
4 Months Ago
(Add) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
(Remove) Pull out MemoryBlock, AllocatingMemoryBlock and DamageTracker into separate files so they can be reused by /main/fast_debug_draw
4 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing