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921 Commits over 730 Days - 0.05cph!

22 Days Ago
Merge from wind_motion_vectors
22 Days Ago
Merge motion vector fixes
22 Days Ago
Fix artifacts at screen edges when motion blur is enabled
22 Days Ago
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
22 Days Ago
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
22 Days Ago
Disable GPU instancing on another 9 materials which are problematic for motion vectors
23 Days Ago
Disable instancing on horse hair
23 Days Ago
Fixed wind motion vectors for AnimalFur shader
23 Days Ago
Fix wind motion vectors on ferns, pine trees, bushes, etc.
23 Days Ago
Convert SkyboxPass to a RasterRenderPass
23 Days Ago
Fix background not rendering through glass in skin viewer with RRP enabled
27 Days Ago
Fix view model being blurred with the background after disconnect/reconnect
28 Days Ago
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
28 Days Ago
Add initial implementation for AMD FSR 3.1
29 Days Ago
Merge from main
29 Days Ago
Merge from render_pipeline_testing
29 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
29 Days Ago
Merge from rust_render_pipeline
29 Days Ago
Merge from main
29 Days Ago
Merge from blur_artifacts
29 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
30 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
30 Days Ago
Fix Crystal AR view model being cut off
30 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
34 Days Ago
Merge from Render Pipeline Testing
34 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
34 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
34 Days Ago
Merge from render_pipeline_testing
34 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
34 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
43 Days Ago
Fix mesh painting in RRP (🥚🧥)
43 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
44 Days Ago
Upgrade SMAA in-place to SMAA T2x
48 Days Ago
Merge from render_pipeline_testing (fixed)
48 Days Ago
Re-apply improved hair and beard rendering cleanly
48 Days Ago
Merge from main
48 Days Ago
Subtract borked changeset
48 Days Ago
Merge from render_pipeline_testing
48 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.
49 Days Ago
Merge from blue_noise_dithering
49 Days Ago
Disable per-object culling
49 Days Ago
Merge SMAA with RRP
49 Days Ago
Rebase on main
49 Days Ago
Implement SMAA 1x in RRP
50 Days Ago
Apply GrabPass fix to 5 more shaders
50 Days Ago
Merge glass AR motion blur fix
55 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
55 Days Ago
Add dedicated depth texture for motion vectors
55 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.
56 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass