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746 Commits over 608 Days - 0.05cph!

9 Months Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
9 Months Ago
Rebase on /main
9 Months Ago
Rebase on /main
9 Months Ago
Regenerate ConsoleSystem.cs
9 Months Ago
Regenerate ConsoleSystem.cs
9 Months Ago
Merge other fixes from /indirect_instancing
9 Months Ago
Rebase on /main
9 Months Ago
Merge build fix from /indirect_instancing_fixes
9 Months Ago
Restore constant that I removed because I was an idiot.
9 Months Ago
Merge from /indirect_instancing_fixes
9 Months Ago
Rebase on /main
9 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.
9 Months Ago
Fix Radtown sign by manually disabling mipmap streaming.
9 Months Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
9 Months Ago
Add preliminary support for layers to indirect instancing
9 Months Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
9 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
9 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
9 Months Ago
Rebase on /main
9 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.
9 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.
9 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
9 Months Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
9 Months Ago
Restrict Indirect Instancing ConVars to debug builds only
9 Months Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
9 Months Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
9 Months Ago
Fixed node visuals not chaning while harvesting them
10 Months Ago
Rebase on /main 🤞🏻
10 Months Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
10 Months Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
10 Months Ago
Merge fixes from /indirect_instancing
10 Months Ago
Rebase on /main
10 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
10 Months Ago
Force disable HLOD while Indirect Instancing is enabled
10 Months Ago
Merge from /indirect_instancing
10 Months Ago
Rebase on /main
10 Months Ago
Remove unused compute shader from indirect instancing
10 Months Ago
Merge Indirect Instancing
10 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
10 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
10 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
10 Months Ago
Rebase on /main
10 Months Ago
Rebase on /main
10 Months Ago
Set correct mip map bias when using indirect instancing
10 Months Ago
Make sure indirect instancing ConVars are disabled by default and saved
10 Months Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
10 Months Ago
Rebase on /main
10 Months Ago
Remove RustRenderer (for now)
10 Months Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
10 Months Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker