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912 Commits over 730 Days - 0.05cph!

21 Days Ago
Convert SkyboxPass to a RasterRenderPass
21 Days Ago
Fix background not rendering through glass in skin viewer with RRP enabled
25 Days Ago
Fix view model being blurred with the background after disconnect/reconnect
26 Days Ago
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
26 Days Ago
Add initial implementation for AMD FSR 3.1
26 Days Ago
Merge from main
27 Days Ago
Merge from render_pipeline_testing
27 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
27 Days Ago
Merge from rust_render_pipeline
27 Days Ago
Merge from main
27 Days Ago
Merge from blur_artifacts
27 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
28 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
28 Days Ago
Fix Crystal AR view model being cut off
28 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
32 Days Ago
Merge from Render Pipeline Testing
32 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
32 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
32 Days Ago
Merge from render_pipeline_testing
32 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
32 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
41 Days Ago
Fix mesh painting in RRP (🥚🧥)
41 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
42 Days Ago
Upgrade SMAA in-place to SMAA T2x
46 Days Ago
Merge from render_pipeline_testing (fixed)
46 Days Ago
Re-apply improved hair and beard rendering cleanly
46 Days Ago
Merge from main
46 Days Ago
Subtract borked changeset
46 Days Ago
Merge from render_pipeline_testing
46 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.
47 Days Ago
Merge from blue_noise_dithering
47 Days Ago
Disable per-object culling
47 Days Ago
Merge SMAA with RRP
47 Days Ago
Rebase on main
47 Days Ago
Implement SMAA 1x in RRP
48 Days Ago
Apply GrabPass fix to 5 more shaders
48 Days Ago
Merge glass AR motion blur fix
53 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
53 Days Ago
Add dedicated depth texture for motion vectors
53 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.
54 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
54 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
3 Months Ago
Speculative crash fix: Clamp instance index in terrain hole shader
3 Months Ago
Use a NativeArray for lightShadowData
3 Months Ago
Zero-initialise _GlobalMipBias
3 Months Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
3 Months Ago
Remove string interpolation from BlurOptimizedPass
3 Months Ago
Avoid delegate allocations in SSAOApplyPass
3 Months Ago
Elimitate GC allocation in terrain depth pre-pass
3 Months Ago
Fix Forward+ error spam