userFelixcancel

871 Commits over 730 Days - 0.05cph!

5 Hours Ago
Merge from wind_motion_vectors
5 Hours Ago
Merge motion vector fixes
5 Hours Ago
Fix artifacts at screen edges when motion blur is enabled
5 Hours Ago
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
5 Hours Ago
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
Today
Disable GPU instancing on another 9 materials which are problematic for motion vectors
Yesterday
Disable instancing on horse hair
Yesterday
Fixed wind motion vectors for AnimalFur shader
Yesterday
Fix wind motion vectors on ferns, pine trees, bushes, etc.
Yesterday
Convert SkyboxPass to a RasterRenderPass
Yesterday
Fix background not rendering through glass in skin viewer with RRP enabled
5 Days Ago
Fix view model being blurred with the background after disconnect/reconnect
6 Days Ago
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
6 Days Ago
Add initial implementation for AMD FSR 3.1
6 Days Ago
Merge from main
6 Days Ago
Merge from render_pipeline_testing
6 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
7 Days Ago
Merge from rust_render_pipeline
7 Days Ago
Merge from main
7 Days Ago
Merge from blur_artifacts
7 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
8 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
8 Days Ago
Fix Crystal AR view model being cut off
8 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
12 Days Ago
Merge from Render Pipeline Testing
12 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
12 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
12 Days Ago
Merge from render_pipeline_testing
12 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
12 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
21 Days Ago
Fix mesh painting in RRP (🥚🧥)
21 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
22 Days Ago
Upgrade SMAA in-place to SMAA T2x
26 Days Ago
Merge from render_pipeline_testing (fixed)
26 Days Ago
Re-apply improved hair and beard rendering cleanly
26 Days Ago
Merge from main
26 Days Ago
Subtract borked changeset
26 Days Ago
Merge from render_pipeline_testing
26 Days Ago
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
26 Days Ago
Merge from blue_noise_dithering
27 Days Ago
Disable per-object culling
27 Days Ago
Merge SMAA with RRP
27 Days Ago
Rebase on main
27 Days Ago
Implement SMAA 1x in RRP
28 Days Ago
Apply GrabPass fix to 5 more shaders
28 Days Ago
Merge glass AR motion blur fix
33 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
33 Days Ago
Add dedicated depth texture for motion vectors
33 Days Ago
Add special transparent motion vector pass to view model This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
34 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass