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966 Commits over 761 Days - 0.05cph!

33 Days Ago
Disable GPU instancing on another 9 materials which are problematic for motion vectors
34 Days Ago
Disable instancing on horse hair
34 Days Ago
Fixed wind motion vectors for AnimalFur shader
34 Days Ago
Fix wind motion vectors on ferns, pine trees, bushes, etc.
34 Days Ago
Convert SkyboxPass to a RasterRenderPass
34 Days Ago
Fix background not rendering through glass in skin viewer with RRP enabled
38 Days Ago
Fix view model being blurred with the background after disconnect/reconnect
39 Days Ago
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
39 Days Ago
Add initial implementation for AMD FSR 3.1
39 Days Ago
Merge from main
39 Days Ago
Merge from render_pipeline_testing
39 Days Ago
Fix global mip bias not being applied on startup, causing blurry foliage textures
40 Days Ago
Merge from rust_render_pipeline
40 Days Ago
Merge from main
40 Days Ago
Merge from blur_artifacts
40 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
41 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
41 Days Ago
Fix Crystal AR view model being cut off
41 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
45 Days Ago
Merge from Render Pipeline Testing
45 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
45 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
45 Days Ago
Merge from render_pipeline_testing
45 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
45 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
54 Days Ago
Fix mesh painting in RRP (🥚🧥)
54 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
55 Days Ago
Upgrade SMAA in-place to SMAA T2x
59 Days Ago
Merge from render_pipeline_testing (fixed)
59 Days Ago
Re-apply improved hair and beard rendering cleanly
59 Days Ago
Merge from main
59 Days Ago
Subtract borked changeset
59 Days Ago
Merge from render_pipeline_testing
59 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.
59 Days Ago
Merge from blue_noise_dithering
60 Days Ago
Disable per-object culling
60 Days Ago
Merge SMAA with RRP
60 Days Ago
Rebase on main
60 Days Ago
Implement SMAA 1x in RRP
2 Months Ago
Apply GrabPass fix to 5 more shaders
2 Months Ago
Merge glass AR motion blur fix
2 Months Ago
Cherry-pick: Add dedicated depth texture for motion vectors
2 Months Ago
Add dedicated depth texture for motion vectors
2 Months 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.
2 Months Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
2 Months 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