userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

243 Commits over 274 Days - 0.04cph!

Today
Rebase on /main
Yesterday
Regenerate ConsoleSystem.cs
Yesterday
Rebase on /main
8 Days Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
9 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
10 Days Ago
Fixed node visuals not chaning while harvesting them
11 Days Ago
Rebase on /main 🤞🏻
17 Days Ago
Rebase on /main
17 Days Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
18 Days Ago
Force disable HLOD while Indirect Instancing is enabled
18 Days Ago
Rebase on /main
18 Days Ago
Remove unused compute shader from indirect instancing
18 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
18 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
18 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
18 Days Ago
Rebase on /main
18 Days Ago
Rebase on /main
19 Days Ago
Set correct mip map bias when using indirect instancing
19 Days Ago
Make sure indirect instancing ConVars are disabled by default and saved
19 Days Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
19 Days Ago
Rebase on /main
19 Days Ago
Remove RustRenderer (for now)
24 Days Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
24 Days Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
24 Days Ago
Move `autoconnect` variable to `client.autoconnect`.
24 Days Ago
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24 Days Ago
Rebase on /main
24 Days Ago
Rebase on /main
24 Days Ago
Remove dead code and other cleanups from the code review
24 Days Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
25 Days Ago
Remove old unused LOD fading variant
25 Days Ago
Clean up instancing shader code and remove old instancing code
25 Days Ago
Rebase on /main
25 Days Ago
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25 Days Ago
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26 Days Ago
- Add support for material property blocks in the fallback renderer - Fix retro tool cupboard transparency-related rendering issues
30 Days Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
30 Days Ago
Linearise colour values before storing them in the instance data buffer
30 Days Ago
Cleanup/polish indirect instancing tools
30 Days Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
30 Days Ago
Rebase on current /main
30 Days Ago
Keep instancing disabled by default
30 Days Ago
Strip debug code out into separate files
30 Days Ago
Remove old unused arrays
30 Days Ago
Remove old unused job code
30 Days Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
31 Days Ago
Split crude profiler and memory tally into separate files as they should
31 Days Ago
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
31 Days Ago
Use burst compiler hints
31 Days Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.