userBriancancel

750 Commits over 760 Days - 0.04cph!

10 Months Ago
RRP water rendering progress
10 Months Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
10 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.)
10 Months Ago
merge from main
10 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
10 Months Ago
update existing passes for pipeline changes
10 Months Ago
sync Rust.RenderPipeline changes
10 Months Ago
merge from main
11 Months Ago
port PostOpaqueDepth to RRP, prerequisite for water
11 Months Ago
merge from deepsea_island_shorewetness_fix
11 Months Ago
fix shore wetness on deep sea islands
11 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)
11 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)
11 Months Ago
merge from deepsea_portal_weather_fixes
11 Months Ago
fix vclouds not transitioning in portal with forced weather fix portal storm clouds not using proper lighting intensity (were too bright)
11 Months Ago
add graphics.atmospherefogdensityscale
11 Months Ago
merge from deepsea_portal_weather_fixes
11 Months Ago
another compile fix
11 Months Ago
11 Months Ago
merge from deepsea_portal_weather_fixes
11 Months Ago
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
1 Year Ago
merge from terrain_potato_disable
1 Year Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
1 Year Ago
shadows render correctly
1 Year Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
1 Year Ago
disable biome fog when in deep sea
1 Year Ago
merge from deployguide_swamp_brightness_fix
1 Year Ago
fix deploy guide darkening when entering swamp
1 Year Ago
fix deploy guide"built-in render texture type not found" error
1 Year Ago
merge from anisotropic_fallback
1 Year Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
1 Year Ago
merge from oilrig_postvolume_fix
1 Year Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
1 Year Ago
squeeze bent normals into skin shader g-buffer
1 Year Ago
merge from vclouds_demo_timescale_fix
1 Year Ago
fix cloud movement hitching in timescaled demo
1 Year Ago
merge from construction_guide_missing_normal_maps
1 Year Ago
fix some construction guides missing normal maps
1 Year Ago
merge from vclouds_amd_seam_fix
1 Year Ago
fix vertical seam in vclouds weather map on AMD
1 Year Ago
merge from deployguide_water_refraction
1 Year Ago
deploy guide renders in refraction under translucent water
1 Year Ago
merge from fog_drawdistance_fix
1 Year Ago
fix apparent fog density being affected by draw distance
1 Year Ago
height based tropical shore
1 Year Ago
deep sea specific ocean materials, tropical shore only in deep sea
1 Year Ago
tropical shore fade range
1 Year Ago
ocean tropical shore stuff
1 Year Ago
fix deployguide nre when holding tripod spotlight
1 Year Ago
potential mesh guide artifacting workaround