userDayaancancel

752 Commits over 730 Days - 0.04cph!

6 Hours Ago
Use low freq noise snow height and apply static displacers * https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
6 Hours Ago
Terrain vertices outside the snow patch skip the snow sampling
6 Hours Ago
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
6 Hours Ago
Tweak snow displacement params
6 Hours Ago
snow surface gets rolling lumps, and tracks push up berms beside them
6 Hours Ago
Terrain geometry snow displacement
6 Hours Ago
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Today
Use separate water displacement target to foliage displacement pass for sharper waves
Today
Displace the ocean surface with ripple heights
Today
Add water waves profiling and tidy-ups
Today
Add GPU water ripples driven by foliage displacement
3 Days Ago
Merge from foliage_shadows_optim
4 Days Ago
Use lower LODs for foliage shadows
4 Days Ago
Merge from main
7 Days Ago
Fix spotlight block range calcs
7 Days Ago
Merge from main
7 Days Ago
Set better defaults for foliage shadow options
8 Days Ago
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
8 Days Ago
build fix
9 Days Ago
Merge from main
9 Days Ago
Improve foliage shadow cells bounds calculations, try grouping shadow cells by cascade and shadow fading
9 Days Ago
Remove split culling for now
9 Days Ago
set foliage shadow blocks as default and enable behind grass quality level
11 Days Ago
Merge from main
11 Days Ago
Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
14 Days Ago
codegen
14 Days Ago
Merge from main
14 Days Ago
Testing rendering foliage cells for shadow areas vs culling per split
15 Days Ago
Merge from main
15 Days Ago
Fix ice sculpture shader error
16 Days Ago
Remove split shadow culling for now
16 Days Ago
Merge from main
16 Days Ago
Merge from probe_cameratype_fix
16 Days Ago
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
16 Days Ago
Merge from terrain_textures_review
16 Days Ago
Merge from main
17 Days Ago
Per shadow split foliage culling test
17 Days Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
17 Days Ago
Merge from main
17 Days Ago
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
17 Days Ago
Fix terrain quality not reducing lod extents to the minimum
17 Days Ago
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
18 Days Ago
Fix dungeon spawning dark square
18 Days Ago
Merge from main
21 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
22 Days Ago
Merge from main
22 Days Ago
Merge from render_pipeline_testing
22 Days Ago
Merge from main
22 Days Ago
Fix material remap on viewmodel arms
22 Days Ago
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant