userFelixcancel
reporust_rebootcancel

908 Commits over 730 Days - 0.05cph!

15 Days Ago
Add initial implementation for AMD FSR 3.1
15 Days Ago
Merge from main
15 Days Ago
Merge from render_pipeline_testing
15 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
16 Days Ago
Merge from rust_render_pipeline
16 Days Ago
Merge from main
16 Days Ago
Merge from blur_artifacts
16 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
16 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
16 Days Ago
Fix Crystal AR view model being cut off
16 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
21 Days Ago
Merge from Render Pipeline Testing
21 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
21 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
21 Days Ago
Merge from render_pipeline_testing
21 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
21 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
30 Days Ago
Fix mesh painting in RRP (🥚🧥)
30 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
31 Days Ago
Upgrade SMAA in-place to SMAA T2x
35 Days Ago
Merge from render_pipeline_testing (fixed)
35 Days Ago
Re-apply improved hair and beard rendering cleanly
35 Days Ago
Merge from main
35 Days Ago
Subtract borked changeset
35 Days Ago
Merge from render_pipeline_testing
35 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.
35 Days Ago
Merge from blue_noise_dithering
36 Days Ago
Disable per-object culling
36 Days Ago
Merge SMAA with RRP
36 Days Ago
Rebase on main
36 Days Ago
Implement SMAA 1x in RRP
37 Days Ago
Apply GrabPass fix to 5 more shaders
37 Days Ago
Merge glass AR motion blur fix
42 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
42 Days Ago
Add dedicated depth texture for motion vectors
42 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.
43 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
43 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
2 Months Ago
Remove string interpolation from BlurOptimizedPass
2 Months Ago
Avoid delegate allocations in SSAOApplyPass
2 Months Ago
Elimitate GC allocation in terrain depth pre-pass
2 Months Ago
Fix Forward+ error spam
2 Months Ago
Add a null-check for renderer feature component creation
2 Months Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
2 Months Ago
Add more profiler instrumentation
2 Months Ago
Always log render graph exceptions