693 Commits over 699 Days - 0.04cph!
Remove HeightSlope slope only used by map rendering saves ~11MB, more in deepsea
Use normals instead of slope for map rendering
Add iso grid topology option
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
Terrain diffuse base pyramid disable
Merge from render_pipeline_testing
Setup hot overlay and doublevision effect
Fix frost post effect to match BIRP
Actually make that readwrite
Change deferred light pass from WriteAll to Write
Merge from render_pipeline_testing
Merge from render_pipeline_testing
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Merge from terrain_watermap_test
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Disable generate textures for watermap
Merge from cctv_postfx_fixes
Fix cctv blur fade and adjust colour mixer to match BIRP
Merge from rrp_ore_flare_crash_fix
Cherrypick
167055 Flare fix test 2
Merge from rccomputer_blur_fix
Fix rccomputer blurring screen
Merge from rrp_ore_marker_fix
Fix NaN in vertex lighting causing crash
Fix BillboardLight-RRP addtional lights in vertex lighting path
Disable duplicate main camera in test scene
Merge from livestock_shader_review
Merge from rrp_ore_marker_fix
Add RRP path for flare shader using correct light buffers
Fix UI backgrounds missing from blur for UI dialog prefabs (codelock, rename sleeping bag and more)
Make UIBackgroundBlur follow BIRP 2 pass method
Adjust background capture blurring
Use RustObjectToClipPos in shadow caster to fix eggs
Commandbuffers added during RRP wait until BIRP to register on the camera
Fix decals on RRP->BIRP toggle
Comment out clouds debug log
Refraction viewmodel particles fix
Fix depth not being cleared correctly during hole pass
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
Restore foliage SHDO in RRP
Adjust UI inventory blur to use new grabpasses
Remove downsampling from explosion overlay
Use RustObjectToClipPos for terrain depth prepass to fix depth test issues
Don't clear depth in gbuffer pass
Restore camera matrix on setup pass to fix RRP terrain holes