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650 Commits over 699 Days - 0.04cph!

2 Months Ago
fix missing function in RRP billboard light
2 Months Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
2 Months Ago
RRP BillboardLight logic consistency fix with BRP
2 Months Ago
tweak
2 Months Ago
fix active state for underwater effect not propagating
2 Months Ago
unity 6 VolumeManager fixes
2 Months Ago
DeployGuides: more explicit depth/stencil format
2 Months Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
2 Months Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
2 Months Ago
further RRP particle/billboard lighting
2 Months Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
2 Months Ago
remove extra semicolon
2 Months Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
2 Months Ago
prefab merge fix, will need to redo this
2 Months Ago
further fixes
2 Months Ago
fixes
2 Months Ago
merge from main
2 Months Ago
progress on billboard/particle lighting conversion to RRP
2 Months Ago
merge from lod_baker
2 Months Ago
lod baker: write output textures as tga instead of png
3 Months Ago
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
3 Months Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
3 Months Ago
scene fix
3 Months Ago
finalize RRP underwater post processing
3 Months Ago
lod baker: distinguish identical mesh names
3 Months Ago
fix missing shader parameter used by post process effects
3 Months Ago
underwater post effect initial
3 Months Ago
remove debug print in WaterRendererFeature
3 Months Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
3 Months Ago
the big sync
3 Months Ago
fix player_model changes stomped in merge
3 Months Ago
merge from main
3 Months Ago
- implement refraction pass after regular transparents - implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline - get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
3 Months Ago
add RustForwardOpaque lightmode to opaque geometry pass
3 Months Ago
RRP deploy guides
3 Months Ago
6.3 fix
3 Months Ago
RRP viewmodel camera
4 Months Ago
fix CCTVRemoteCamera missing vclouds and vfog components
4 Months Ago
merge from main
4 Months Ago
potential fix for obscure Graphics.CopyTexture error spam in editor
4 Months Ago
put vclouds/vfog stuff under sky dome prefab so all scenes that have the sky dome pick them up automatically. should get rid of all black sky issues and workshop error
4 Months Ago
fix error rendering reflection probe when vclouds were disabled
4 Months Ago
add toggle for refraction screen edge fade behavior
4 Months Ago
merge from render_pipeline_testing (reflection fix)
4 Months Ago
fix vclouds not showing up in water reflections in BiRP
4 Months Ago
merge from main
4 Months Ago
merge from render_pipeline_testing
4 Months Ago
work around issues causing fog to be incorrect/denser than it should
4 Months Ago
merge from camera_fog_fix
4 Months Ago
further reduce fogging in cameras