userdiogovtxcancel

4,161 Commits over 2,161 Days - 0.08cph!

5 Years Ago
Nuked a virus of a tool
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5 Years Ago
Fixed terrainBlendExt and terrain related shaders to work with new system
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5 Years Ago
Fixed potential speedtree shader transmission bug; encountered when porting to Before, because unity Fixed ConvarWater error in Hapis lake
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5 Years Ago
Moved Amplify Motion before Tint shift (sampling issues) Moved SMAA to after all the edge sensitive blur operations Increased Amplify Motion quality steps to 2 (still cheap) Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo
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5 Years Ago
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore Edited custom deferred shader; a few tweaks all around
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5 Years Ago
Nuked unused AtmosphericBlend script that doesn't even work :O
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5 Years Ago
Updated to latest Amplify Color and Motion Disabled AM auto-register objs in Player Camera
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5 Years Ago
Fixed incorrect subsurface refraction Fixed glowy water at night; now properly lit using custom lighting model Updated water level; tidying up scripts, more coming
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5 Years Ago
Renamed "Water Reflections" to "Water Quality" in tweaks UI Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water Added max bounds to water displacement [AMD freeze] Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]
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5 Years Ago
Fix standard shader compiling to ps_2_0 instead of ps_3_0 on lowest lod
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5 Years Ago
Fixed shadow bug introduced by water2 Added small opt to update border mesh only on snap motion Ocean material visibility tweak
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5 Years Ago
Fixed for PostOpaqueDepth when screen size is zero More water tweaks
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5 Years Ago
Fixed PostOpaqueDepth not working in edit-mode
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5 Years Ago
Post merge tweaks
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5 Years Ago
Post merge tweaks
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5 Years Ago
Merging water2 branch
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5 Years Ago
Updated my sync scripts
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5 Years Ago
pre-merge cleanup 1
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5 Years Ago
Merge from main
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5 Years Ago
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections Added edit-mode placeholder water material; updated water prefab Added quality modes affecting mesh and ocean shader lods Final tweaks in terrain shader water interaction before merging
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5 Years Ago
Added native water simulation solver path; more lightweight threading; updated RustNative binaries Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material Added underwater spec occlusion Updated water prefab
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5 Years Ago
Merge from main
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5 Years Ago
Added a few utility funcs to native texture api code Added native FFT code for water simulation; added btf opts
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5 Years Ago
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults Fixed issues across multiple water instances; fixed some bugs as well Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water Added WaterLevel scene
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5 Years Ago
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch Refectored water renderer; fixed issues with disappearing highlights, fog Added and cleaned up preliminary terrain shoreline wetness from last week Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering Refactored threaded simulation
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5 Years Ago
Fixed missing shadows on rust standard shader set; including terrain Reverted some redundant changes
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5 Years Ago
Merge from main
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5 Years Ago
Added toggle to LitSmokeEmissiveFlame to enable emissive multiplication with base
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5 Years Ago
Added LitSmokeEmissiveFlame shader variants
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5 Years Ago
Added "Particles/Lit Smoke Emissive Flame" shader for helk
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5 Years Ago
Fix for 4k pvt crash; updated RustMative libraries
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5 Years Ago
Updated OSX build
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5 Years Ago
Fixing PVT crash in higher resolutions
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6 Years Ago
Forgot to submit graphics tweaks UI prefab
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6 Years Ago
Added alpha cutoff range; alpha cutoff now visible in material inspector again
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6 Years Ago
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
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6 Years Ago
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options Added graphics UI logic for anisotropy and parallax
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6 Years Ago
Added anisotropy and parallax graphics UI options
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6 Years Ago
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
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6 Years Ago
Fixed blendlayer not working; added very low quality mode for lod < 300 Fixed metal blendlayer sampling RG instead of RA
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6 Years Ago
latest changes
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6 Years Ago
Fixed deepness issues; more accurate thickness; tweaks
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6 Years Ago
Fixed custom ST shader compile path below sm30
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6 Years Ago
a few tweaks; added lake material
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6 Years Ago
Merge from main
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6 Years Ago
Patched coarse heightmap generation back to original; tested proc and hapis, seems ok
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6 Years Ago
Fixed biome related color grading transition issues
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6 Years Ago
VFace fix for leaf transmission; normals for inverted faces now point in the right direction
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6 Years Ago
Added terrain blend height fade out; .e.g. for tall rocks
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6 Years Ago
Added "Coat" parameters to terrain-blend layer to replace particle accum; removed particle accum Removed workaround code pertaining to and old ass unity beta bug
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