752 Commits over 730 Days - 0.04cph!
Use low freq noise snow height and apply static displacers
* https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
Terrain vertices outside the snow patch skip the snow sampling
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
Tweak snow displacement params
snow surface gets rolling lumps, and tracks push up berms beside them
Terrain geometry snow displacement
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Use separate water displacement target to foliage displacement pass for sharper waves
Displace the ocean surface with ripple heights
Add water waves profiling and tidy-ups
Add GPU water ripples driven by foliage displacement
Merge from foliage_shadows_optim
Use lower LODs for foliage shadows
Fix spotlight block range calcs
Set better defaults for foliage shadow options
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
Remove split culling for now
set foliage shadow blocks as default and enable behind grass quality level
Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
Testing rendering foliage cells for shadow areas vs culling per split
Fix ice sculpture shader error
Remove split shadow culling for now
Merge from probe_cameratype_fix
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
Merge from terrain_textures_review
Per shadow split foliage culling test
Set renderparam bounds to coarse culling camera bounds
Add separate shadow pass with shadow distance convar for testing
Increase terrain cell LOD count
Handle off-centre ring holes
Add debug colour option
Fix terrain quality not reducing lod extents to the minimum
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
Fix dungeon spawning dark square
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
Merge from render_pipeline_testing
Fix material remap on viewmodel arms
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant