userDayaancancel

513 Commits over 607 Days - 0.04cph!

Yesterday
Fix more compile errors
Yesterday
Fix server compile issues and bad shader merge
Yesterday
Fix TerrainAlphaScanner compile error
Yesterday
Merge from main
Yesterday
Remove shader debug pragma
Yesterday
Fix holes rendering an extra instance
Yesterday
Setup holes on foundations just for testing
Yesterday
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Yesterday
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
3 Days Ago
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
4 Days Ago
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
5 Days Ago
Merge from parent
5 Days Ago
Merge from main
5 Days Ago
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering Apply greyscale after colour grade (fixes NVG) Remove linear conversion in ColorAdjustments to match BRP Use linear conversion in greyscale to match BRP
9 Days Ago
Move cathode volume component into project
9 Days Ago
Cathode renderer feature Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
10 Days Ago
Fix vignette settings remapping
10 Days Ago
Add screen_blur_UI_RRP volume asset
10 Days Ago
Setup night vision overlay and volume
11 Days Ago
Fix RRP colour grading Lift not being applied correctly
14 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
16 Days Ago
Push missing function
16 Days Ago
Fix SSAO issues when swapping between pipelines
17 Days Ago
Fix foliage impostors again
17 Days Ago
Fix foliage impostors on RRP
21 Days Ago
Add blur optimized pass ColdOverlay RRP volume fix
23 Days Ago
Add frost effect to UberPostPass Add frost volume component Setup cold RRP effect and script Reduce some shader variants by using branching for low cost effects
23 Days Ago
Setup RRP hurt punch and radiation overlay effects/scripts
23 Days Ago
Setup hurt overlay effect and script with RRP Setup vignette and sharpen effect and script with RRP Merge vignettes into one effect
23 Days Ago
Make renderscale effect RRP clone asset
24 Days Ago
Update sharpen_vignette, radiation, and cctv RRP volumes
24 Days Ago
Setup postprocess render scale and change passes to use scaled buffer size
25 Days Ago
Add screen overlay (with lighting) to UberPostPass
26 Days Ago
Add GreyScale effect to uber post pass Rename UberOverlay to UberPostPass
28 Days Ago
Add chromatic aberration and grain to uberpass
29 Days Ago
Revert changes to PostFXBlitter
29 Days Ago
MotionBlurPass graphics format compatibility fix
29 Days Ago
Change SSAO render to use static lambdas
29 Days Ago
OverlayUberPass with sharpening and vignette
32 Days Ago
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
35 Days Ago
Merge from ssao
35 Days Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
36 Days Ago
Merge from parent
36 Days Ago
Handle non-deferred cases Validate options against different renderpaths Make MotionVector AO settings consistent Use shared statics with original AO
36 Days Ago
Fix null texture warning when switching between AO apply options
36 Days Ago
Fix motionvectors in AO apply pass Fix temporal blending issues
37 Days Ago
SSAO render feature port
42 Days Ago
Add default stencil state to skin shader
42 Days Ago
Remove stencil override from GBuffer to allow custom stencil states Don't clear depth in GBuffer pass, already cleared in setup pass
43 Days Ago
RRP stencil testing with terrain during GBuffer pass (replacing alpha testing) Add TerrainHoleStencil shader for holes rendering to stencil buffer instead of r8 Use sort values in terrain prepass and hole renderer features to fix ordering Add stencil option to terrain material for testing Replace stencil in Standard-Terrain to test against hole bit 4