branchrust_reboot/main/indirect_instancingcancel

441 Commits over 516 Days - 0.04cph!

1 Year 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.
1 Year Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
1 Year Ago
Fixed node visuals not chaning while harvesting them
1 Year Ago
Rebase on /main 🤞🏻
1 Year Ago
Rebase on /main
1 Year Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
1 Year Ago
Force disable HLOD while Indirect Instancing is enabled
1 Year Ago
Rebase on /main
1 Year Ago
Remove unused compute shader from indirect instancing
1 Year Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
1 Year Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
1 Year Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
1 Year Ago
Rebase on /main
1 Year Ago
Rebase on /main
1 Year Ago
Set correct mip map bias when using indirect instancing
1 Year Ago
Make sure indirect instancing ConVars are disabled by default and saved
1 Year Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
1 Year Ago
Rebase on /main
1 Year Ago
Remove RustRenderer (for now)
1 Year Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
1 Year Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
1 Year Ago
Move `autoconnect` variable to `client.autoconnect`.
1 Year Ago
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1 Year Ago
Rebase on /main
1 Year Ago
Rebase on /main
1 Year Ago
Remove dead code and other cleanups from the code review
1 Year Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
1 Year Ago
Remove old unused LOD fading variant
1 Year Ago
Clean up instancing shader code and remove old instancing code
1 Year Ago
Rebase on /main
1 Year Ago
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1 Year Ago
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1 Year Ago
- Add support for material property blocks in the fallback renderer - Fix retro tool cupboard transparency-related rendering issues
1 Year Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
1 Year Ago
Linearise colour values before storing them in the instance data buffer
1 Year Ago
Cleanup/polish indirect instancing tools
1 Year Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
1 Year Ago
Rebase on current /main
1 Year Ago
Keep instancing disabled by default
1 Year Ago
Strip debug code out into separate files
1 Year Ago
Remove old unused arrays
1 Year Ago
Remove old unused job code
1 Year Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
1 Year Ago
Split crude profiler and memory tally into separate files as they should
1 Year Ago
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
1 Year Ago
Use burst compiler hints
1 Year Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
1 Year Ago
Enable 3052 materials for instancing
1 Year Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
1 Year Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.