userDayaancancel

729 Commits over 730 Days - 0.04cph!

Yesterday
Merge from main
Yesterday
Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
4 Days Ago
codegen
4 Days Ago
Merge from main
4 Days Ago
Testing rendering foliage cells for shadow areas vs culling per split
5 Days Ago
Merge from main
5 Days Ago
Fix ice sculpture shader error
6 Days Ago
Remove split shadow culling for now
6 Days Ago
Merge from main
6 Days Ago
Merge from probe_cameratype_fix
6 Days Ago
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
7 Days Ago
Merge from terrain_textures_review
7 Days Ago
Merge from main
7 Days Ago
Per shadow split foliage culling test
7 Days Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
8 Days Ago
Merge from main
8 Days Ago
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
8 Days Ago
Fix terrain quality not reducing lod extents to the minimum
8 Days Ago
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
8 Days Ago
Fix dungeon spawning dark square
9 Days Ago
Merge from main
11 Days Ago
Collapse odd verts on LOD borders to handle seams, removes need for multiple meshes Give terrain inspector better sliders per LOD and more info Improve terrain cell snapping and padding with the other mesh topologies
12 Days Ago
Merge from main
12 Days Ago
Merge from render_pipeline_testing
12 Days Ago
Merge from main
12 Days Ago
Fix material remap on viewmodel arms
13 Days Ago
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
13 Days Ago
Merge from main
13 Days Ago
Merge from render_pipeline_testing
13 Days Ago
Merge from main
13 Days Ago
Remove UI grabpass and BIRP only code from UI blur shaders
13 Days Ago
Apply fog to RRP underwater window in forward pass
14 Days Ago
Fix foliage grid NRE in cases when heightmap doesn't exist yet
15 Days Ago
Fix water pistol z-fighting
15 Days Ago
Fix NaNs from text surface shader
15 Days Ago
Merge from main
18 Days Ago
Remove HeightSlope slope only used by map rendering saves ~11MB, more in deepsea Use normals instead of slope for map rendering
18 Days Ago
Add iso grid topology option
19 Days Ago
Enable terrain normal mips and use for lower detailed lods Fix ring position rounding issues at lower cell sizes Remove terrain stencil material from terrainConfig (is now the default) Use y-distance from terrain to skip LOD rings
20 Days Ago
Terrain diffuse base pyramid disable
20 Days Ago
Merge from render_pipeline_testing
20 Days Ago
Merge from main
20 Days Ago
Setup hot overlay and doublevision effect
20 Days Ago
Fix frost post effect to match BIRP
20 Days Ago
Actually make that readwrite
20 Days Ago
Change deferred light pass from WriteAll to Write
21 Days Ago
Merge from render_pipeline_testing
21 Days Ago
Merge from render_pipeline_testing
21 Days Ago
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
22 Days Ago
Merge from terrain_watermap_test