110 Commits over 760 Days - 0.01cph!
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from vclouds_always_on
merge from render_pipeline_testing (fixes)
cherry pick DefaultVolumeProfile change, fix for deep sea color grading in RRP
merge from render_pipeline_testing
merge from render_pipeline_testing (water fixes)
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing (various fixes)
merge from render_pipeline_testing
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
merge from render_pipeline_testing
- 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
merge from render_pipeline_testing (reflection fix)
merge from render_pipeline_testing
merge from camera_fog_fix
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
fix scale not working on prefab deploy guides
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing
merge from render_pipeline_testing (server compile fixes)
merge from render_pipeline_testing
merge from water_ssr_taa_flicker_fix
merge from water_reflection_probe_seam_fix
merge from vclouds_macos_reflection_fix
merge from wire_shader_pixel_scaling
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)