userDayaancancel

656 Commits over 699 Days - 0.04cph!

Today
Fix decals on RRP->BIRP toggle
Today
Comment out clouds debug log
Today
Merge from main
Today
Refraction viewmodel particles fix
Today
Fix depth not being cleared correctly during hole pass
Today
Merge from main
Yesterday
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
Yesterday
Restore foliage SHDO in RRP
2 Days Ago
Adjust UI inventory blur to use new grabpasses
2 Days Ago
Merge from main
2 Days Ago
Remove downsampling from explosion overlay
2 Days Ago
Merge from main
3 Days Ago
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
3 Days Ago
Reduce sampling loop by pixel distance factor already in use
4 Days Ago
Snap cold overlay to zero to fix lingering post effect
7 Days Ago
Merge from rrp_ui_grabpass
7 Days Ago
Merge from main
7 Days Ago
Use GetTemporaryRT for UI blur capture
7 Days Ago
Add profile markers and fix blur darkening
7 Days Ago
Fix fullscreenSkinViewer background
7 Days Ago
Merge from rrp_explosion_overlay_fix
7 Days Ago
Add MinimumIntensity to explosions overlay to stop lingering effects
7 Days Ago
Batch update UI prefabs with RRP grabpass/blur setup
7 Days Ago
Emulate UI grabpasses on RRP with Canvas hooks using sort order
8 Days Ago
Merge from landmine_postfx_rrp_fix
8 Days Ago
Fix landmine RRP post effect lingering bug
8 Days Ago
Merge from main
8 Days Ago
Fix landmine RRP post effect lingering bug
10 Days Ago
Fix debug collider shader only drawing one pass
11 Days Ago
Fix dark paintable window in RRP
14 Days Ago
Merge from render_pipeline_testing
14 Days Ago
Merge from main
14 Days Ago
Merge from coveragequery_nre_frame_fix
14 Days Ago
CoverageQuery NRE fix when queries registered/unregistered multiple times on the same frame, check if pending removal first
15 Days Ago
Add bloom low filter option in uber
15 Days Ago
Implement OutlineRendererFeature
18 Days Ago
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
21 Days Ago
Merge from render_pipeline_testing
21 Days Ago
Merge from main
21 Days Ago
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
21 Days Ago
Fix decal screen UVs on RRP DLSS
21 Days Ago
Fix ViewModelCamera null rendertarget on BIRP
21 Days Ago
Fix DeferredMeshDecals null rendertarget on BIRP
21 Days Ago
Update raditation RRP volume vignette values
21 Days Ago
Disable RRP water additional lights for parity
21 Days Ago
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
22 Days Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
23 Days Ago
Fix terrain compute uninitialised variable warnings
23 Days Ago
Merge from main
27 Days Ago
Fix lod extent field not being set