userFelixcancel
reporust_rebootcancel

612 Commits over 457 Days - 0.06cph!

8 Months Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
8 Months Ago
Fixed shader errors about missing implementations of vertInstancingSetup
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
Fix construction guide not appearing
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
8 Months Ago
Added some debug ConVars
8 Months Ago
Fixed various causes that could render meshes twice
8 Months Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
8 Months Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
8 Months Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
8 Months Ago
Re-enable texture streaming jobs
8 Months Ago
* Restore damage tracking for command and instance buffers * Skip RemoveDestroyedMeshes() as it doesn't seem to be needed anymore and it was taking well over 3 ms
8 Months Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
8 Months Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
8 Months Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
8 Months Ago
Make `ddraw.clear` work with Instanced DDraw
8 Months Ago
merge from main
8 Months Ago
Improve handling of null meshes in RustRenderer auto conversion
8 Months Ago
Grow block allocations exponentially because linearily wastes more buffer space.
8 Months Ago
Implement ArrayEx.RemoveAt* utility functions
8 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
8 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
8 Months Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
8 Months Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
8 Months Ago
Do not update indirect instancing system when scene is loading
8 Months Ago
Do not update indirect instancing system when scene is loading
8 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
8 Months Ago
Regenerate console system
8 Months Ago
cherry-pick platform fixes
8 Months Ago
cherry-pick platform fixes
8 Months Ago
merge from main
8 Months Ago
merge from main
9 Months Ago
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9 Months Ago
Server: Fix error message about missing `InstancedDebugDraw` script
9 Months Ago
Merge from /main
9 Months Ago
Fix: Add "vine" to texture streaming exclude patterns.
9 Months Ago
Fix texture streaming exclude pattern for keypad lock shock effect
9 Months Ago
Fix `billboard` filter patten not catching certain new textures and breaking texture streaming on them.
9 Months 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.
9 Months Ago
Disable streaming on problematic textures after updating exclude patterns based off previous manual fixes (thanks to Aron Striebich for making a list!)
9 Months 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.
9 Months Ago
Restrict texture streaming debug ConVars to development builds only.