userFelixcancel
reporust_rebootcancel

549 Commits over 396 Days - 0.06cph!

2 Months Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
2 Months Ago
Only allow StartMotion() when IsDynamic is set
2 Months Ago
Rebase on /main
2 Months Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
2 Months Ago
Rebase on /main
3 Months Ago
Rebase on /main
3 Months Ago
Regenerate ConsoleSystem.cs
3 Months Ago
Regenerate ConsoleSystem.cs
3 Months Ago
Merge other fixes from /indirect_instancing
3 Months Ago
Rebase on /main
3 Months Ago
Merge build fix from /indirect_instancing_fixes
3 Months Ago
Restore constant that I removed because I was an idiot.
3 Months Ago
Merge from /indirect_instancing_fixes
3 Months Ago
Rebase on /main
3 Months Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
3 Months Ago
Fix Radtown sign by manually disabling mipmap streaming.
3 Months Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
3 Months Ago
Add preliminary support for layers to indirect instancing
3 Months Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
3 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
3 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
3 Months Ago
Rebase on /main
3 Months 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.
3 Months Ago
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.
3 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
3 Months Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
3 Months Ago
Restrict Indirect Instancing ConVars to debug builds only
3 Months Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
3 Months Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
3 Months Ago
Fixed node visuals not chaning while harvesting them
3 Months Ago
Rebase on /main 🤞🏻
3 Months Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
3 Months Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
3 Months Ago
Merge fixes from /indirect_instancing
3 Months Ago
Rebase on /main
3 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
3 Months Ago
Force disable HLOD while Indirect Instancing is enabled
3 Months Ago
Merge from /indirect_instancing
3 Months Ago
Rebase on /main
3 Months Ago
Remove unused compute shader from indirect instancing
3 Months Ago
Merge Indirect Instancing
3 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
3 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
3 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
3 Months Ago
Rebase on /main
3 Months Ago
Rebase on /main
3 Months Ago
Set correct mip map bias when using indirect instancing
3 Months Ago
Make sure indirect instancing ConVars are disabled by default and saved
3 Months Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
3 Months Ago
Rebase on /main