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700 Commits over 730 Days - 0.04cph!

Today
merge from main
Today
merge from render_pipeline_testing
Today
fix atmosphere volume NREs for reals
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
avoid atmosphere volume NRE
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
fix missing underwater color grading in RRP
6 Days Ago
merge from render_pipeline_testing
6 Days Ago
set up proper renderer data for stone sculpture painting scene
6 Days Ago
merge from render_pipeline_testing
6 Days Ago
merge from main
6 Days Ago
fix atmosphere fog not working if game was launched with RRP enabled
7 Days Ago
merge from render_pipeline_testing
7 Days Ago
merge from main
7 Days Ago
fix player eyes in player preview applying fog from the main camera render in RRP
7 Days Ago
merge from render_pipeline_testing
7 Days Ago
work around weird skinviewer viewmodel errors
7 Days Ago
merge from render_pipeline_testing
7 Days Ago
Fix black paintballs in third person in RRP
12 Days Ago
respect water layer toggle in RRP
12 Days Ago
merge from render_pipeline_testing
12 Days Ago
fix underwater bubbles not working in RRP
12 Days Ago
merge from render_pipeline_testing
12 Days Ago
fix regression with water drop shader refraction in BRP
13 Days Ago
add admin convar to scale density of global atmophere fog
13 Days Ago
fix saturation difference in RRP due to incorrectly placed sharpen filter
20 Days Ago
merge from render_pipeline_testing
20 Days Ago
fix RRP having been force default enabled
20 Days Ago
merge from render_pipeline_testing (various fixes)
20 Days Ago
don't do RRP motion blur outside play mode or in non-game view
20 Days Ago
fix water caustics and contact shadows not working with deferred+ in RRP
20 Days Ago
fix broken frosted glass
21 Days Ago
fix glass AR refraction blurring being screen resolution dependent
21 Days Ago
merge from render_pipeline_testing
21 Days Ago
client guard
21 Days Ago
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
22 Days Ago
merge from main
22 Days Ago
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
25 Days Ago
merge from render_pipeline_testing
25 Days Ago
oops client guard
25 Days Ago
merge from render_pipeline_testing
25 Days Ago
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
28 Days Ago
give this a try cause why not
32 Days Ago
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
32 Days Ago
merge from render_pipeline_testing
32 Days Ago
fix brp error spam on low water quality
48 Days Ago
fix func call typo
49 Days Ago
fix stupid auto inserted using
49 Days Ago
merge from main
49 Days Ago
- 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