userDayaancancel

764 Commits over 730 Days - 0.04cph!

Today
Draw particles as clumps of a possible 4 * https://files.facepunch.com/dayaan/2026/November/LeavesWind.mp4 * https://files.facepunch.com/dayaan/2026/November/Leaves_Test.mp4
Today
Drop particles from tree canopies
Today
Skip spawning particles under static displacers
Today
Add displacement bursts for explosions and impacts
Today
Add particle types
Today
Add screen depth collision for particles
Today
Add placement rules for particles
Today
Use foliage shader lighting for particles
Today
Respawn drifted particles
Today
Add ground litter wind and displacement
Today
Add ground litter particles
Today
Extract terrain compute inputs from FoliageGrid
Yesterday
Use low freq noise snow height and apply static displacers * https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
Yesterday
Terrain vertices outside the snow patch skip the snow sampling
Yesterday
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
Yesterday
Tweak snow displacement params
Yesterday
snow surface gets rolling lumps, and tracks push up berms beside them
Yesterday
Terrain geometry snow displacement
Yesterday
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Yesterday
Use separate water displacement target to foliage displacement pass for sharper waves
Yesterday
Displace the ocean surface with ripple heights
Yesterday
Add water waves profiling and tidy-ups
Yesterday
Add GPU water ripples driven by foliage displacement
4 Days Ago
Merge from foliage_shadows_optim
5 Days Ago
Use lower LODs for foliage shadows
5 Days Ago
Merge from main
8 Days Ago
Fix spotlight block range calcs
8 Days Ago
Merge from main
8 Days Ago
Set better defaults for foliage shadow options
9 Days Ago
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
9 Days Ago
build fix
10 Days Ago
Merge from main
10 Days Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
10 Days Ago
Remove split culling for now
10 Days Ago
set foliage shadow blocks as default and enable behind grass quality level
12 Days Ago
Merge from main
12 Days Ago
Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
15 Days Ago
codegen
15 Days Ago
Merge from main
15 Days Ago
Testing rendering foliage cells for shadow areas vs culling per split
16 Days Ago
Merge from main
16 Days Ago
Fix ice sculpture shader error
17 Days Ago
Remove split shadow culling for now
17 Days Ago
Merge from main
17 Days Ago
Merge from probe_cameratype_fix
17 Days Ago
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
17 Days Ago
Merge from terrain_textures_review
17 Days Ago
Merge from main
18 Days Ago
Per shadow split foliage culling test
18 Days Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing