userFelixcancel

708 Commits over 577 Days - 0.05cph!

12 Months Ago
merge from main
12 Months Ago
Fix construction guide not appearing
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
12 Months Ago
Added some debug ConVars
1 Year Ago
Fixed various causes that could render meshes twice
1 Year Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
1 Year Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
1 Year Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
1 Year Ago
Re-enable texture streaming jobs
1 Year 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
1 Year Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
1 Year Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
1 Year Ago
merge from debug_draw_fixes (Make `ddraw.clear` work with Instanced DDraw)
1 Year Ago
Make `ddraw.clear` work with Instanced DDraw
1 Year Ago
merge from main
1 Year Ago
Improve handling of null meshes in RustRenderer auto conversion
1 Year Ago
Grow block allocations exponentially because linearily wastes more buffer space.
1 Year Ago
Implement ArrayEx.RemoveAt* utility functions
1 Year Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
1 Year 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
1 Year Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
1 Year Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Do not update indirect instancing system when scene is loading
1 Year Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
1 Year Ago
Regenerate console system
1 Year Ago
cherry-pick platform fixes
1 Year Ago
cherry-pick platform fixes
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
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1 Year 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