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860 Commits over 730 Days - 0.05cph!

Yesterday
Fix view model being blurred with the background after disconnect/reconnect
3 Days Ago
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
3 Days Ago
Add initial implementation for AMD FSR 3.1
3 Days Ago
Merge from main
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
4 Days Ago
Merge from rust_render_pipeline
4 Days Ago
Merge from main
4 Days Ago
Merge from blur_artifacts
4 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
4 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
4 Days Ago
Fix Crystal AR view model being cut off
4 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
9 Days Ago
Merge from Render Pipeline Testing
9 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
9 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
9 Days Ago
Merge from render_pipeline_testing
9 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
9 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
18 Days Ago
Fix mesh painting in RRP (🥚🧥)
18 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
19 Days Ago
Upgrade SMAA in-place to SMAA T2x
23 Days Ago
Merge from render_pipeline_testing (fixed)
23 Days Ago
Re-apply improved hair and beard rendering cleanly
23 Days Ago
Merge from main
23 Days Ago
Subtract borked changeset
23 Days Ago
Merge from render_pipeline_testing
23 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.
23 Days Ago
Merge from blue_noise_dithering
24 Days Ago
Disable per-object culling
24 Days Ago
Merge SMAA with RRP
24 Days Ago
Rebase on main
24 Days Ago
Implement SMAA 1x in RRP
25 Days Ago
Apply GrabPass fix to 5 more shaders
25 Days Ago
Merge glass AR motion blur fix
30 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
30 Days Ago
Add dedicated depth texture for motion vectors
30 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.
31 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
31 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
53 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
58 Days Ago
Use a NativeArray for lightShadowData
58 Days Ago
Zero-initialise _GlobalMipBias
59 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
59 Days Ago
Remove string interpolation from BlurOptimizedPass
59 Days Ago
Avoid delegate allocations in SSAOApplyPass
59 Days Ago
Elimitate GC allocation in terrain depth pre-pass
59 Days Ago
Fix Forward+ error spam
59 Days Ago
Add a null-check for renderer feature component creation
59 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)