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501 Commits over 546 Days - 0.04cph!

60 Days Ago
underwater fog lerping respects reflection.forceupdate
2 Months Ago
RRP water rendering progress
2 Months Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
2 Months Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
2 Months Ago
merge from main
3 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
3 Months Ago
update existing passes for pipeline changes
3 Months Ago
sync Rust.RenderPipeline changes
3 Months Ago
merge from main
3 Months Ago
port PostOpaqueDepth to RRP, prerequisite for water
3 Months Ago
merge from deepsea_island_shorewetness_fix
3 Months Ago
fix shore wetness on deep sea islands
3 Months Ago
merge from terrain_potato_remove_everywhere (fixes incorrect terrain blending on cliffs and other props on deep sea islands at shader level 1)
3 Months Ago
remove terrain potato mode on all shaders that had it on shader level 1 (fixes incorrect blending on cliffs on deep sea islands, etc)
3 Months Ago
merge from deepsea_portal_weather_fixes
3 Months Ago
fix vclouds not transitioning in portal with forced weather fix portal storm clouds not using proper lighting intensity (were too bright)
3 Months Ago
add graphics.atmospherefogdensityscale
3 Months Ago
merge from deepsea_portal_weather_fixes
3 Months Ago
another compile fix
3 Months Ago
3 Months Ago
merge from deepsea_portal_weather_fixes
3 Months Ago
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
5 Months Ago
merge from terrain_potato_disable
5 Months Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
5 Months Ago
shadows render correctly
5 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
5 Months Ago
disable biome fog when in deep sea
5 Months Ago
merge from deployguide_swamp_brightness_fix
5 Months Ago
fix deploy guide darkening when entering swamp
5 Months Ago
fix deploy guide"built-in render texture type not found" error
5 Months Ago
merge from anisotropic_fallback
5 Months Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
5 Months Ago
merge from oilrig_postvolume_fix
5 Months Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
5 Months Ago
squeeze bent normals into skin shader g-buffer
5 Months Ago
merge from vclouds_demo_timescale_fix
5 Months Ago
fix cloud movement hitching in timescaled demo
5 Months Ago
merge from construction_guide_missing_normal_maps
5 Months Ago
fix some construction guides missing normal maps
5 Months Ago
merge from vclouds_amd_seam_fix
5 Months Ago
fix vertical seam in vclouds weather map on AMD
5 Months Ago
merge from deployguide_water_refraction
5 Months Ago
deploy guide renders in refraction under translucent water
5 Months Ago
merge from fog_drawdistance_fix
5 Months Ago
fix apparent fog density being affected by draw distance
5 Months Ago
height based tropical shore
5 Months Ago
deep sea specific ocean materials, tropical shore only in deep sea
5 Months Ago
tropical shore fade range
5 Months Ago
ocean tropical shore stuff
5 Months Ago
fix deployguide nre when holding tripod spotlight