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632 Commits over 669 Days - 0.04cph!

Today
Merge from landmine_postfx_rrp_fix
Today
Fix landmine RRP post effect lingering bug
Today
Merge from main
Today
Fix landmine RRP post effect lingering bug
3 Days Ago
Fix debug collider shader only drawing one pass
4 Days Ago
Fix dark paintable window in RRP
7 Days Ago
Merge from render_pipeline_testing
7 Days Ago
Merge from main
7 Days Ago
Merge from coveragequery_nre_frame_fix
7 Days Ago
CoverageQuery NRE fix when queries registered/unregistered multiple times on the same frame, check if pending removal first
8 Days Ago
Add bloom low filter option in uber
8 Days Ago
Implement OutlineRendererFeature
11 Days Ago
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
13 Days Ago
Merge from render_pipeline_testing
13 Days Ago
Merge from main
13 Days Ago
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
13 Days Ago
Fix decal screen UVs on RRP DLSS
14 Days Ago
Fix ViewModelCamera null rendertarget on BIRP
14 Days Ago
Fix DeferredMeshDecals null rendertarget on BIRP
14 Days Ago
Update raditation RRP volume vignette values
14 Days Ago
Disable RRP water additional lights for parity
14 Days Ago
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
14 Days Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
16 Days Ago
Fix terrain compute uninitialised variable warnings
16 Days Ago
Merge from main
20 Days Ago
Fix lod extent field not being set
20 Days Ago
Fix refraction filter pass with merged resolution handling changes
21 Days Ago
Merge from main
21 Days Ago
Replace common water texture samplers with shared sampler
21 Days Ago
Cache compute shader kernels ids for rrp passes
21 Days Ago
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
21 Days Ago
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21 Days Ago
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21 Days Ago
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24 Days Ago
WaterStandardCore light intensity correction
25 Days Ago
Setup oxygen RRP postfx volume and overlay
27 Days Ago
Merge from main
27 Days Ago
Render DDraw on beginCameraRendering for RRP
27 Days Ago
Fix BlurOptimize shader typo
28 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
29 Days Ago
Merge from render_pipeline_testing
29 Days Ago
Merge from main
30 Days Ago
Batch add stencil block to common shaders
30 Days Ago
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
30 Days Ago
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
30 Days Ago
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
30 Days Ago
Remove terrain depth prepass alloc
30 Days Ago
Move SSAO (and motion vector) passes to before transparent
31 Days Ago
Fix ambient light flickering