branchrust_reboot/main/indirect_instancingcancel

441 Commits over 516 Days - 0.04cph!

9 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.
9 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
9 Months Ago
Fixed node visuals not chaning while harvesting them
9 Months Ago
Rebase on /main 🤞🏻
9 Months Ago
Rebase on /main
9 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
9 Months Ago
Force disable HLOD while Indirect Instancing is enabled
9 Months Ago
Rebase on /main
9 Months Ago
Remove unused compute shader from indirect instancing
9 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
9 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
9 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
9 Months Ago
Rebase on /main
9 Months Ago
Rebase on /main
9 Months Ago
Set correct mip map bias when using indirect instancing
9 Months Ago
Make sure indirect instancing ConVars are disabled by default and saved
9 Months Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
9 Months Ago
Rebase on /main
9 Months Ago
Remove RustRenderer (for now)
9 Months Ago
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
9 Months Ago
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
9 Months Ago
Move `autoconnect` variable to `client.autoconnect`.
9 Months Ago
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9 Months Ago
Rebase on /main
9 Months Ago
Rebase on /main
9 Months Ago
Remove dead code and other cleanups from the code review
9 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.)
9 Months Ago
Remove old unused LOD fading variant
9 Months Ago
Clean up instancing shader code and remove old instancing code
9 Months Ago
Rebase on /main
9 Months Ago
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9 Months Ago
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9 Months Ago
- Add support for material property blocks in the fallback renderer - Fix retro tool cupboard transparency-related rendering issues
10 Months Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
10 Months Ago
Linearise colour values before storing them in the instance data buffer
10 Months Ago
Cleanup/polish indirect instancing tools
10 Months Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
10 Months Ago
Rebase on current /main
10 Months Ago
Keep instancing disabled by default
10 Months Ago
Strip debug code out into separate files
10 Months Ago
Remove old unused arrays
10 Months Ago
Remove old unused job code
10 Months 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
10 Months Ago
Split crude profiler and memory tally into separate files as they should
10 Months 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
10 Months Ago
Use burst compiler hints
10 Months Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
10 Months Ago
Enable 3052 materials for instancing
10 Months Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
10 Months Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.