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692 Commits over 547 Days - 0.05cph!

11 Months Ago
merge from main
12 Months Ago
Improve handling of null meshes in RustRenderer auto conversion
12 Months Ago
Grow block allocations exponentially because linearily wastes more buffer space.
12 Months Ago
Implement ArrayEx.RemoveAt* utility functions
12 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
12 Months 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
12 Months Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
12 Months Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
12 Months Ago
Do not update indirect instancing system when scene is loading
12 Months Ago
Do not update indirect instancing system when scene is loading
12 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
12 Months Ago
Regenerate console system
12 Months Ago
cherry-pick platform fixes
12 Months Ago
cherry-pick platform fixes
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
Server: Fix error message about missing `InstancedDebugDraw` script
1 Year Ago
Merge from /main
1 Year Ago
Fix: Add "vine" to texture streaming exclude patterns.
1 Year Ago
Fix texture streaming exclude pattern for keypad lock shock effect
1 Year Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
1 Year Ago
Add ConVar `memory_budget_factor`. Giving players with little VRAM a way to mitigate blurry textures at the cost of performance by allowing texture memory to spill over into system memory.
1 Year Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
1 Year Ago
Fix textures that should be streamable but aren't based on heuristic; saving about 1.8 GB of texture memory; should mostly mitigate blurry texture issues on 4 GB cards.
1 Year Ago
Restrict texture streaming debug ConVars to development builds only.
1 Year Ago
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Hotfix: Clamp texture streaming budget to at least 4096 MB
1 Year Ago
Add terrain occlusion culling to the instanced renderer (WIP)
1 Year Ago
Fix release build
1 Year Ago
Add frustum culling to the instanced calls
1 Year Ago
Cherry pick quality_level_squash
1 Year Ago
Add texture streaming support to indirect instanced rendering
1 Year Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
1 Year Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
1 Year Ago
Merge from quality_level_squash: Remove all quality levels but one
1 Year Ago
Remove all quality levels except one
1 Year Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
1 Year Ago
Merge from main
1 Year Ago
Merge from vram_budget: Revamp texture streaming system
1 Year Ago
Disable texture streaming for ground_plants
1 Year Ago
Finalised texture streaming changes, removed complicated switching logic, added ground_plants atlas to exclude list
1 Year Ago
Merge from main
1 Year Ago
Merge from fast_debug_draw: More fixes