userDayaancancel

741 Commits over 730 Days - 0.04cph!

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