branchrust_reboot/main/indirect_instancingcancel

343 Commits over 365 Days - 0.04cph!

Today
Fix 2 NREs with Indirect Instancing enabled
Today
* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global * Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers) * Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)
Yesterday
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Yesterday
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Yesterday
Perform application of the motion list transforms in a job for better performance
Yesterday
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Yesterday
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Yesterday
Merge from main (to pull in mac_foliage_tearing_fix)
Yesterday
Rebase on /main
Yesterday
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
3 Days Ago
Rebase on /main
3 Days Ago
add some more debug info to TransformMemory
4 Days Ago
Improve performance of instances in motion by about 3x by mirroring all swap and copy operations of instance memory into a separate structure, and using that to apply new transforms of instances in motion.
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
7 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
7 Days Ago
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8 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
8 Days Ago
Actually apply and respect render layers when instancing
9 Days Ago
Fix NRE when Indirect Instancing is disabled
9 Days Ago
Fix Indirect Instancing accidentally being enabled by default
9 Days Ago
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9 Days Ago
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10 Days Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
10 Days Ago
* Fix lights at monuments always visually on * Fix levers not animating properly
10 Days Ago
Fix workshop skins not loading when Indirect Instancing is enabled
12 Days Ago
Allow indirect_instancing.debug to be toggled at runtime
12 Days Ago
Fix chandelier chain stretching (it actually never did) by properly instancing the _MainTex_ST property
14 Days Ago
Check for valid material before submitting a draw call
14 Days Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
15 Days Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
15 Days Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
15 Days Ago
Check textures for null in ApplyMipLevels()
15 Days Ago
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
16 Days Ago
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
16 Days Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
17 Days Ago
Remove leftover debug message from ElectricWindmill
17 Days Ago
Gate some Indirect Instancing ConVars behind ClientAdmin rather than DEBUG.
18 Days Ago
CodeGen
18 Days Ago
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
18 Days Ago
Rebase on /main
21 Days Ago
Fixed initial door states after load by finalising the transform on StopMotion()
21 Days Ago
Fix server build
21 Days Ago
Remove IBatchingToggle from InstancedLODComponent
21 Days Ago
Fix electric windmill animation
21 Days Ago
Fix wind turbine animation by assuming perpetual motion when there is an active animator.