697 Commits over 730 Days - 0.04cph!
merge from render_pipeline_testing
avoid atmosphere volume NRE
merge from render_pipeline_testing
fix missing underwater color grading in RRP
merge from render_pipeline_testing
set up proper renderer data for stone sculpture painting scene
merge from render_pipeline_testing
fix atmosphere fog not working if game was launched with RRP enabled
merge from render_pipeline_testing
fix player eyes in player preview applying fog from the main camera render in RRP
merge from render_pipeline_testing
work around weird skinviewer viewmodel errors
merge from render_pipeline_testing
Fix black paintballs in third person in RRP
respect water layer toggle in RRP
merge from render_pipeline_testing
fix underwater bubbles not working in RRP
merge from render_pipeline_testing
fix regression with water drop shader refraction in BRP
add admin convar to scale density of global atmophere fog
fix saturation difference in RRP due to incorrectly placed sharpen filter
merge from render_pipeline_testing
fix RRP having been force default enabled
merge from render_pipeline_testing (various fixes)
don't do RRP motion blur outside play mode or in non-game view
fix water caustics and contact shadows not working with deferred+ in RRP
fix glass AR refraction blurring being screen resolution dependent
merge from render_pipeline_testing
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
merge from render_pipeline_testing
merge from render_pipeline_testing
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
give this a try cause why not
glass AK:
- Use a mip-filtered refraction texture with specular shimmer/firefly reduction for better looking blurry refraction
- Some shader simplification, remove unncessary alpha blending and emission map
- Remove unnecessary "depth prime" viewmodel pass
- Fix inconsistencies with viewmodel renderer shader passes between BRP and RRP
merge from render_pipeline_testing
fix brp error spam on low water quality
fix stupid auto inserted using
- fix broken deferred decal culling (cull distance was being scaled up by integer object quality value rather than percentage, so cull distance became way too far for any culling to happen)
- avoid redundant localToWorld calculation in the same frame for each deferred decal
fix NREs in screenshot.takescreenshot/takehiresscreenshot
create mip-filtered refraction texture before transparent geometry pass