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477 Commits over 304 Days - 0.07cph!

47 Days Ago
merge from indirect_instancing
47 Days Ago
Enable GPU instancing and Read/Write on 5913 assets
47 Days Ago
merge from main
47 Days Ago
Removed RendererWrapper
47 Days Ago
Removed references to RendererWrapper
47 Days Ago
Revert materials and meshes for merge
47 Days Ago
merge from main
47 Days Ago
merge command reordering
47 Days Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
53 Days Ago
fix double rendered MeshCull objects
53 Days Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
54 Days Ago
Made shadows toggleable
54 Days Ago
merge toggleable shadows
54 Days Ago
fix double shadows
54 Days Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
54 Days Ago
revert protocol version
55 Days Ago
merge from indirect_instancing
55 Days Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
55 Days Ago
Re-enabled instancing for the Nature/Cliff shaders
57 Days Ago
merge from indirect_instancing
57 Days Ago
native libraries
57 Days Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
58 Days Ago
merge from indirect_instancing
58 Days Ago
Fix compilation error about RecordUnsupportedMaterial
58 Days Ago
fix native library issue
59 Days Ago
merge from indirect_instancing
59 Days Ago
fix server build
59 Days Ago
Removed some leftover debug stuff
59 Days Ago
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer. - Fully decoupled InstanceCreationInfo from *Renderer for more flexibility. - Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers - Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug - Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD - Tools: Record unsupported materials during play mode so that they can be fixed later - Tools: More progress bars for long operations - InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer - Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this. - Moved all the debug stuff to separate files - Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
2 Months Ago
Merge from indirect_instancing (complete working changes)
2 Months Ago
Enable instancing on all supported materials
2 Months Ago
Enable Read/Write on all prefab meshes
2 Months Ago
Don't fail builds when file timestamps could not be set
2 Months Ago
Improve automated indirect instancing tools
2 Months Ago
Bring back compute changes
2 Months Ago
merge from indirect_instancing (code, shaders, prefabs)
2 Months Ago
Bring back supported shader changes and includes
2 Months Ago
Bring back prefab changes
2 Months Ago
merge from indirect_instancing (code only)
2 Months Ago
Revert execution order changes
2 Months Ago
Revert compute changes
2 Months Ago
Revert script changes
2 Months Ago
Revert prefab changes
2 Months Ago
Revert package changes
2 Months Ago
Revert platform changes
2 Months Ago
Revert changes to shader includes
2 Months Ago
Reverted changes to supported shaders
2 Months Ago
Revert changes to ProjectSettings
2 Months Ago
merge from main
2 Months Ago
merge from main