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911 Commits over 730 Days - 0.05cph!

14 Days Ago
Fix background not rendering through glass in skin viewer with RRP enabled
18 Days Ago
Fix view model being blurred with the background after disconnect/reconnect
19 Days Ago
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
19 Days Ago
Add initial implementation for AMD FSR 3.1
19 Days Ago
Merge from main
19 Days Ago
Merge from render_pipeline_testing
19 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
20 Days Ago
Merge from rust_render_pipeline
20 Days Ago
Merge from main
20 Days Ago
Merge from blur_artifacts
20 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
21 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
21 Days Ago
Fix Crystal AR view model being cut off
21 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
25 Days Ago
Merge from Render Pipeline Testing
25 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
25 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
25 Days Ago
Merge from render_pipeline_testing
25 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
25 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
34 Days Ago
Fix mesh painting in RRP (🥚🧥)
34 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
35 Days Ago
Upgrade SMAA in-place to SMAA T2x
39 Days Ago
Merge from render_pipeline_testing (fixed)
39 Days Ago
Re-apply improved hair and beard rendering cleanly
39 Days Ago
Merge from main
39 Days Ago
Subtract borked changeset
39 Days Ago
Merge from render_pipeline_testing
39 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.
39 Days Ago
Merge from blue_noise_dithering
40 Days Ago
Disable per-object culling
40 Days Ago
Merge SMAA with RRP
40 Days Ago
Rebase on main
40 Days Ago
Implement SMAA 1x in RRP
41 Days Ago
Apply GrabPass fix to 5 more shaders
41 Days Ago
Merge glass AR motion blur fix
46 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
46 Days Ago
Add dedicated depth texture for motion vectors
46 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.
47 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
47 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
2 Months Ago
Speculative crash fix: Clamp instance index in terrain hole shader
2 Months Ago
Use a NativeArray for lightShadowData
2 Months Ago
Zero-initialise _GlobalMipBias
2 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
3 Months Ago
Add a null-check for renderer feature component creation