branchrust_reboot/main/indirect_instancingcancel

311 Commits over 335 Days - 0.04cph!

46 Days Ago
Jobified instance reordering
50 Days Ago
Merge bitmapped_damage_tracking → indirect_instancing
53 Days Ago
Clean up some failed experiments
53 Days Ago
Fix nothing rendering for real this time.
55 Days Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
55 Days Ago
Fix NRE in Indirect Instancing debug overlay
55 Days Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
57 Days Ago
Rebase on /main (save 271)
57 Days Ago
Regenerate ConVars and force bounds to be always huge (experiment)
57 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
58 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
58 Days Ago
Add more debug output to the indirect_instancing.debug overlay
59 Days Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
59 Days Ago
Only allow StartMotion() when IsDynamic is set
2 Months Ago
Rebase on /main
2 Months Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
2 Months Ago
Rebase on /main
2 Months Ago
Rebase on /main
2 Months Ago
Regenerate ConsoleSystem.cs
2 Months Ago
Rebase on /main
3 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.
3 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
3 Months Ago
Fixed node visuals not chaning while harvesting them
3 Months Ago
Rebase on /main 🤞🏻
3 Months Ago
Rebase on /main
3 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
3 Months Ago
Force disable HLOD while Indirect Instancing is enabled
3 Months Ago
Rebase on /main
3 Months Ago
Remove unused compute shader from indirect instancing
3 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
3 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
3 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
3 Months Ago
Rebase on /main
3 Months Ago
Rebase on /main
3 Months Ago
Set correct mip map bias when using indirect instancing
3 Months Ago
Make sure indirect instancing ConVars are disabled by default and saved
3 Months Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
3 Months Ago
Rebase on /main
3 Months Ago
Remove RustRenderer (for now)
3 Months Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
3 Months Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
3 Months Ago
Move `autoconnect` variable to `client.autoconnect`.
3 Months Ago
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3 Months Ago
Rebase on /main
3 Months Ago
Rebase on /main
3 Months Ago
Remove dead code and other cleanups from the code review
3 Months Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
3 Months Ago
Remove old unused LOD fading variant
3 Months Ago
Clean up instancing shader code and remove old instancing code
3 Months Ago
Rebase on /main