userDayaancancel

738 Commits over 730 Days - 0.04cph!

Yesterday
Fix spotlight block range calcs
Yesterday
Merge from main
Yesterday
Set better defaults for foliage shadow options
Yesterday
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
2 Days Ago
build fix
3 Days Ago
Merge from main
3 Days Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
3 Days Ago
Remove split culling for now
3 Days Ago
set foliage shadow blocks as default and enable behind grass quality level
5 Days Ago
Merge from main
5 Days Ago
Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
8 Days Ago
codegen
8 Days Ago
Merge from main
8 Days Ago
Testing rendering foliage cells for shadow areas vs culling per split
9 Days Ago
Merge from main
9 Days Ago
Fix ice sculpture shader error
10 Days Ago
Remove split shadow culling for now
10 Days Ago
Merge from main
10 Days Ago
Merge from probe_cameratype_fix
10 Days Ago
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
10 Days Ago
Merge from terrain_textures_review
10 Days Ago
Merge from main
11 Days Ago
Per shadow split foliage culling test
11 Days Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
11 Days Ago
Merge from main
11 Days Ago
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
11 Days Ago
Fix terrain quality not reducing lod extents to the minimum
11 Days Ago
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
12 Days Ago
Fix dungeon spawning dark square
12 Days Ago
Merge from main
15 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
16 Days Ago
Merge from main
16 Days Ago
Merge from render_pipeline_testing
16 Days Ago
Merge from main
16 Days Ago
Fix material remap on viewmodel arms
16 Days Ago
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
16 Days Ago
Merge from main
17 Days Ago
Merge from render_pipeline_testing
17 Days Ago
Merge from main
17 Days Ago
Remove UI grabpass and BIRP only code from UI blur shaders
17 Days Ago
Apply fog to RRP underwater window in forward pass
17 Days Ago
Fix foliage grid NRE in cases when heightmap doesn't exist yet
18 Days Ago
Fix water pistol z-fighting
18 Days Ago
Fix NaNs from text surface shader
18 Days Ago
Merge from main
22 Days Ago
Remove HeightSlope slope only used by map rendering saves ~11MB, more in deepsea Use normals instead of slope for map rendering
22 Days Ago
Add iso grid topology option
22 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
23 Days Ago
Terrain diffuse base pyramid disable
24 Days Ago
Merge from render_pipeline_testing